A little more cleanup and commenting
This commit is contained in:
parent
3b3a3670bd
commit
0cdfee585e
1 changed files with 15 additions and 8 deletions
|
|
@ -1125,7 +1125,7 @@ class Polygon {
|
||||||
* Ease down along the polygonal path.
|
* Ease down along the polygonal path.
|
||||||
*
|
*
|
||||||
* 1. Travel from fromPoint to closest point on polygon, to rampZ above that that point,
|
* 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.
|
* 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;
|
done;
|
||||||
|
|
||||||
// XXX: These should be UI configurable options.
|
// 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.
|
// "Slope" of the ease-down path in degrees, or an approximation thereof.
|
||||||
const maxDist2d = 0.5; // Maximum segment length, not sure if that's neccessary. Maybe misunderstanding of existing code.
|
const degrees = 1;
|
||||||
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 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) {
|
while (true) {
|
||||||
next = points[index % length];
|
next = points[index % length];
|
||||||
|
|
||||||
if (last && next.z < fromZ) {
|
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;
|
let deltaZ = fromZ - next.z;
|
||||||
dist2next = last.distTo2D(next);
|
dist2next = last.distTo2D(next);
|
||||||
|
|
||||||
|
|
@ -1179,13 +1186,13 @@ class Polygon {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if (touch < 0 && next.z <= targetZ) {
|
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);
|
touch = ((index - 1) % length);
|
||||||
}
|
}
|
||||||
index++;
|
index++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
return last;
|
return last;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue