Proof of concept of configurable "Ease-In" with a slope and start Z

This commit is contained in:
thingsapart 2024-07-15 15:00:50 -07:00
commit 3b3a3670bd

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@ -1121,6 +1121,14 @@ class Polygon {
return false;
}
/**
* 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,
* 3. then the rest of the path is completed and repeated at target Z until touchdown point is reached.
*
*/
forEachPointEaseDown(fn, fromPoint) {
let index = this.findClosestPointTo(fromPoint).index,
fromZ = fromPoint.z,
@ -1134,31 +1142,50 @@ class Polygon {
next,
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.
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.
let deltaZ = fromZ - next.z;
dist2next = last.distTo2D(next);
if (dist2next > deltaZ * 2) {
// too long: synth intermediate
fn(last.followTo(next, deltaZ).setZ(next.z), offset++);
} else if (dist2next >= deltaZ) {
// ease down on this segment
if (dist2next > maxDist2d) {
// long move: synth intermediate - neccessary?
last = next = last.followTo(next, maxDist2d).setZ(last.z - maxDist2d * slope)
fromZ = next.z;
fn(next, offset++);
continue;
} else {
// too short: clone n move z
next = next.clone().setZ(fromZ - dist2next / 2);
next = next.clone().setZ(fromZ - maxDist2d * slope);
}
fromZ = next.z;
} else if (offset === 0 && next.z < fromZ) {
// First point, move to rampZ height above next.
let deltaZ = fromZ - next.z;
fromZ = next.z + Math.min(deltaZ, rampZ)
next = next.clone().setZ(fromZ);
}
last = next;
fn(next, offset++);
if ((index % length) === touch) break;
if (touch < 0 && next.z <= targetZ) touch = (index % length);
if ((index % length) === touch) {
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.
touch = ((index - 1) % length);
}
index++;
}
return last;
}