A little more cleanup and commenting

This commit is contained in:
thingsapart 2024-07-15 16:41:25 -07:00
commit 0cdfee585e

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@ -1125,7 +1125,7 @@ class Polygon {
* Ease down along the polygonal path.
*
* 1. Travel from fromPoint to closest point on polygon, to rampZ above that that point,
* 2. ease-down starts, following the polygonal path, decreasing Z at a fixed slop until target Z is hit,
* 2. ease-down starts, following the polygonal path, decreasing Z at a fixed slope until target Z is hit,
* 3. then the rest of the path is completed and repeated at target Z until touchdown point is reached.
*
*/
@ -1143,16 +1143,23 @@ class Polygon {
done;
// XXX: These should be UI configurable options.
const degrees = 1; // Rough "slope" of the ease-down path in degrees. It's probably only a slope if projected onto XZ or YZ planes.
const slope = Math.tan((degrees * Math.PI) / 180); // Slope for computations.
const maxDist2d = 0.5; // Maximum segment length, not sure if that's neccessary. Maybe misunderstanding of existing code.
const rampZ = 2.0; // Z height above polygon Z from which to start the ease-down. Machine will travel from "fromPoint" to "nearest point, Z + rampZ", then start the easy down.
// "Slope" of the ease-down path in degrees, or an approximation thereof.
const degrees = 1;
// Slope for computations.
const slope = Math.tan((degrees * Math.PI) / 180);
// Maximum segment length, not sure if that's neccessary. Maybe misunderstanding of existing code.
const maxDist2d = 0.5;
// Z height above polygon Z from which to start the ease-down.
// Machine will travel from "fromPoint" to "nearest point x, y, z' => with z' = point z + rampZ",
// then start the ease down along path.
const rampZ = 2.0;
while (true) {
next = points[index % length];
if (last && next.z < fromZ) {
// Only "in Ease-Down" (while target Z not yet reached) - follow path while slowly decreasing Z.
// When "in Ease-Down" (ie. while target Z not yet reached) - follow path while slowly decreasing Z.
let deltaZ = fromZ - next.z;
dist2next = last.distTo2D(next);
@ -1179,13 +1186,13 @@ class Polygon {
break;
}
if (touch < 0 && next.z <= targetZ) {
// Save touch-down index so as to be able to "complete" the full cut at target Z, i.e. keep following the path loop until the touch down point is reached again.
// Save touch-down index so as to be able to "complete" the full cut at target Z,
// i.e. keep following the path loop until the touch down point is reached again.
touch = ((index - 1) % length);
}
index++;
}
return last;
}