Proof of concept of configurable "Ease-In" with a slope and start Z
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1 changed files with 35 additions and 8 deletions
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@ -1121,6 +1121,14 @@ class Polygon {
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return false;
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}
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/**
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* Ease down along the polygonal path.
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*
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* 1. Travel from fromPoint to closest point on polygon, to rampZ above that that point,
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* 2. ease-down starts, following the polygonal path, decreasing Z at a fixed slop until target Z is hit,
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* 3. then the rest of the path is completed and repeated at target Z until touchdown point is reached.
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*
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*/
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forEachPointEaseDown(fn, fromPoint) {
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let index = this.findClosestPointTo(fromPoint).index,
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fromZ = fromPoint.z,
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@ -1134,31 +1142,50 @@ class Polygon {
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next,
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done;
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// XXX: These should be UI configurable options.
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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.
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const slope = Math.tan((degrees * Math.PI) / 180); // Slope for computations.
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const maxDist2d = 0.5; // Maximum segment length, not sure if that's neccessary. Maybe misunderstanding of existing code.
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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.
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while (true) {
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next = points[index % length];
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if (last && next.z < fromZ) {
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// Only "in Ease-Down" (while target Z not yet reached) - follow path while slowly decreasing Z.
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let deltaZ = fromZ - next.z;
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dist2next = last.distTo2D(next);
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if (dist2next > deltaZ * 2) {
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// too long: synth intermediate
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fn(last.followTo(next, deltaZ).setZ(next.z), offset++);
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} else if (dist2next >= deltaZ) {
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// ease down on this segment
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if (dist2next > maxDist2d) {
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// long move: synth intermediate - neccessary?
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last = next = last.followTo(next, maxDist2d).setZ(last.z - maxDist2d * slope)
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fromZ = next.z;
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fn(next, offset++);
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continue;
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} else {
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// too short: clone n move z
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next = next.clone().setZ(fromZ - dist2next / 2);
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next = next.clone().setZ(fromZ - maxDist2d * slope);
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}
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fromZ = next.z;
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} else if (offset === 0 && next.z < fromZ) {
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// First point, move to rampZ height above next.
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let deltaZ = fromZ - next.z;
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fromZ = next.z + Math.min(deltaZ, rampZ)
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next = next.clone().setZ(fromZ);
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}
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last = next;
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fn(next, offset++);
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if ((index % length) === touch) break;
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if (touch < 0 && next.z <= targetZ) touch = (index % length);
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if ((index % length) === touch) {
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break;
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}
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if (touch < 0 && next.z <= targetZ) {
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// 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.
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touch = ((index - 1) % length);
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}
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index++;
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}
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return last;
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}
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