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Helix.cpp
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/******************************************************************************\
CAMotics is an Open-Source simulation and CAM software.
Copyright (C) 2011-2019 Joseph Coffland <joseph@cauldrondevelopment.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
\******************************************************************************/
#include "Helix.h"
using namespace GCode;
using namespace cb;
using namespace std;
Helix::Helix(const Vector3D &start, const Vector2D ¢erOffset,
const Vector3D &end, double angle, double maxError) :
start(start), end(end), angle(angle),
center(Vector2D(start.x() + centerOffset.x(), start.y() + centerOffset.y())) {
// Compute offsets
const double xOffset = centerOffset.x();
const double yOffset = centerOffset.y();
zOffset = end.z() - start.z();
// Start angle
startAngle = Vector2D(-xOffset, -yOffset).angleBetween(Vector2D(1, 0));
// Radius
radius = Vector2D(xOffset, yOffset).length();
// Error cannot be greater than arc radius
const double error = std::min(maxError, radius);
// Compute segment angle from allowed error
// See "Algorithm for circle approximation and generation" - L Yong-Kui.
segAngle = 4 * atan(sqrt(error / radius));
// Segment angle cannot be greater than 2Pi/3 because we need at least 3
// segments in a full circle
segAngle = std::min(2 * Math::PI / 3, segAngle);
// Compute integer number of segments that meets the error bound
const unsigned segments = (unsigned)ceil(fabs(angle) / segAngle);
points = segments + 2;
// Adjusted segment angle
segAngle = -angle / segments;
// Increase the radius so the line segments straddle the actual helix
double alpha = cos(segAngle / 2);
double epsilon = radius * (1 - alpha) / (1 + alpha);
radius += epsilon;
// We want to start at a point where a line segment intersects the circle.
// Find the angular offset to the next such point.
const double beta = (Math::PI - segAngle) / 2;
offsetAngle = Math::PI - beta - asin(radius * sin(beta) / (radius - epsilon));
}
Vector3D Helix::get(unsigned i) const {
if (!i) return start;
if (points - 1 <= i) return end;
const double a = i * segAngle - offsetAngle;
return Vector3D(center.x() + radius * cos(startAngle + a),
center.y() + radius * sin(startAngle + a),
start.z() + zOffset * a / -angle);
}