grbl-LPC-CoreXY/geometry.c

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/*
geometry.h - a place for geometry helpers
Part of Grbl
Copyright (c) 2009 Simen Svale Skogsrud
Grbl 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 3 of the License, or
(at your option) any later version.
Grbl 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 Grbl. If not, see <http://www.gnu.org/licenses/>.
*/
#include "geometry.h"
#include <avr/io.h>
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#include <math.h>
#include <stdlib.h>
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// Find the angle in radians of deviance from the positive y axis. negative angles to the left of y-axis,
// positive to the right.
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double theta(double x, double y)
{
double theta = atan(x/fabs(y));
if (y>0) {
return(theta);
} else {
if (theta>0)
{
return(M_PI-theta);
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} else {
return(-M_PI-theta);
}
}
}
/*
Quadrants of the circle
+---- 0 ----+ 0 - y is always positive and |x| < |y|
| | 1 - x is always positive and |x| > |y|
| | 2 - y is always negative and |x| < |y|
3 + 1 3 - x is always negative and |x| > |y|
| |
| |
+---- 2 ----+
*/
// Find the quadrant of the coordinate
int quadrant_of_the_circle(int32_t x, int32_t y) {
if (labs(x)<labs(y)){
if (y>0) {
return(0);
} else {
return(2);
}
} else {
if (x>0) {
return(1);
} else {
return(3);
}
}
}
// Very specialized helper to calculate the amount of steps to travel in the given quadrant of a circle provided the
// axial direction of the quadrant, the angular_direction of travel (-1 or +1) and amount of steps in one half quadrant
// of the circle.
uint32_t steps_in_partial_quadrant(int32_t x, int32_t y, int quadrant, int angular_direction,
int32_t steps_in_half_quadrant) {
if (quadrant_horizontal(quadrant)) { // A horizontal quadrant
if ((angular_direction == 1) ^ (quadrant == 2)) {
return(steps_in_half_quadrant-x);
} else {
return(x+steps_in_half_quadrant);
}
} else { // A vertical quadrant
if ((angular_direction == 1) ^ (quadrant == 3)) {
return(steps_in_half_quadrant-y);
} else {
return(y+steps_in_half_quadrant);
}
}
}
// Counts the amount of full quadrants between quadrant_start and quadrant_target along the angular_direction
int full_quadrants_between(int quadrant_start, int quadrant_target, int angular_direction) {
int diff = angular_direction*(quadrant_target-quadrant_start);
if (diff <= 0) { diff += 4; }
return (diff-1);
}