Esempio n. 1
0
        public void RoutPath(Rout r, bool backwards)
        {
            List <Vector2> mine = new List <Vector2>();

            foreach (Vector2 p in (r.Points))
            {
                mine.Add(new Vector2(p.X, p.Y));
            }

            if (backwards)
            {
                mine.Reverse();
            }

            for (int i = 0; i < mine.Count; i++)
            {
                float x = mine[i].X / 1000.0f;
                float y = mine[i].Y / 1000.0f;
                float z = r.Depth / 1000.0f;

                MoveTool m = new MoveTool(new Vector3(x, y, z), rout_speed);
                if (i == 0)
                {
                    if ((finalPosition.Xy - m.Location.Xy).Length > .0001)
                    {
                        // Need to move the router up, over to new position, then down again.
                        MoveTool m1 = new MoveTool(new Vector3(finalPosition.X, finalPosition.Y, move_height), move_speed);
                        MoveTool m2 = new MoveTool(new Vector3(m.Location.X, m.Location.Y, move_height), move_speed);
                        AddCommand(m1);
                        AddCommand(m2);
                    }
                }
                AddCommand(m);
            }
        }
Esempio n. 2
0
 internal Rout Delete()
 {
     if (closestIsPoint && closestPoint >= 0 && closestPoint < Points.Count)
     {
         Points.RemoveAt(closestPoint);
     }
     else if (closestPoint >= 0 && closestPoint < (Points.Count - 1))
     {
         Rout r = new Rout();
         for (int i = closestPoint + 1; i < Points.Count; i++)
         {
             r.Points.Add(Points[i]);
         }
         Points.RemoveRange(closestPoint + 1, r.Points.Count);
         if (r.Points.Count > 1)
         {
             return(r);
         }
     }
     HasChanged = true;
     return(null);
 }
Esempio n. 3
0
        public void Parse(string[] lines)
        {
            foreach (string s in lines)
            {
                Regex r = new Regex("^G(?<G_VALUE>\\d+)");
                if (r.IsMatch (s))
                {
                    Match m = r.Match(s);
                    Int32 g_value = Int32.Parse (m.Groups["G_VALUE"].Value);

                    if (g_value == 0)
                    {
                        // Rapid Positioning, go to (x, y, z) as fast as possible
                        Vector3 fromPoint = new Vector3(lastx, lasty, lastz);
                        GetFloat(s, "X", ref lastx);
                        GetFloat(s, "Y", ref lasty);
                        GetFloat(s, "Z", ref lastz);
                        Vector3 toPoint = new Vector3(lastx, lasty, lastz);

                        Rout rout = new Rout();
                        rout.just_moving = true;
                        rout.Width = 5;
                        rout.Points = new List<Vector2>(new Vector2[] { new Vector2(fromPoint.X * 1000, fromPoint.Y * 1000), new Vector2(toPoint.X * 1000, toPoint.Y * 1000) });
                        rout.Depth = toPoint.Z * 1000;
                        linear_routs.Add(rout);

                    }
                    else if (g_value == 1)
                    {
                        // Linear Interpolation
                        Vector3 fromPoint = new Vector3(lastx, lasty, lastz);
                        GetFloat(s, "X", ref lastx);
                        GetFloat(s, "Y", ref lasty);
                        GetFloat(s, "Z", ref lastz);
                        Vector3 toPoint = new Vector3(lastx, lasty, lastz);

                        Rout rout = new Rout();

                        rout.Width = 20;
                        rout.Points = new List<Vector2>(new Vector2[] { new Vector2(fromPoint.X * 1000, fromPoint.Y * 1000), new Vector2(toPoint.X * 1000, toPoint.Y * 1000) });
                        rout.Depth = toPoint.Z * 1000;
                        linear_routs.Add(rout);

                        //Console.WriteLine("From " + fromPoint + " To " + toPoint);
                    }
                    else if (g_value == 4)
                    {
                        // Dwell Time (X, U, or P): dwell time in milliseconds
                    }
                    else if (g_value == 20)
                    {
                        // Inch Mode
                        Console.WriteLine("Units are Inches");
                    }
                    else if (g_value == 21)
                    {
                        // Metric Mode
                        throw new NotSupportedException("Metric GCode is not supported!");
                    }
                    else if (g_value == 90)
                    {
                        // Absolute Programming
                        Console.WriteLine("Absolute Programming");
                    }
                    else
                    {
                        Console.WriteLine("G code is not understood: " + s);
                    }
                    //string groupName = r.GroupNumberFromName("G_VALUE").ToString();
                    //MatchCollection m = r.Matches;
                    //Console.WriteLine(s + ", Group Name = " + groupName);
                }
            }
        }
Esempio n. 4
0
 internal Rout Delete()
 {
     if (closestIsPoint && closestPoint >= 0 && closestPoint < Points.Count)
     {
         Points.RemoveAt(closestPoint);
     }
     else if (closestPoint >=0 && closestPoint < (Points.Count-1))
     {
         Rout r = new Rout();
         for (int i = closestPoint + 1; i < Points.Count; i++)
         {
             r.Points.Add(Points[i]);
         }
         Points.RemoveRange(closestPoint + 1, r.Points.Count) ;
         if (r.Points.Count > 1)
             return r;
     }
     HasChanged = true;
     return null;
 }
Esempio n. 5
0
        public void RoutPath(Rout r, bool backwards)
        {
            List<Vector2> mine = new List<Vector2>();
            foreach (Vector2 p in (r.Points))
            {
                mine.Add(new Vector2(p.X, p.Y));
            }

            if (backwards)
            {
                mine.Reverse();
            }

            for (int i = 0; i < mine.Count; i++)
            {
                float x = mine[i].X / 1000.0f;
                float y = mine[i].Y / 1000.0f;
                float z = r.Depth / 1000.0f;

                MoveTool m = new MoveTool(new Vector3(x, y, z), rout_speed);
                if (i == 0)
                {
                    if ((finalPosition.Xy - m.Location.Xy).Length > .0001)
                    {
                        // Need to move the router up, over to new position, then down again.
                        MoveTool m1 = new MoveTool(new Vector3(finalPosition.X, finalPosition.Y, move_height), move_speed);
                        MoveTool m2 = new MoveTool(new Vector3(m.Location.X, m.Location.Y, move_height), move_speed);
                        AddCommand(m1);
                        AddCommand(m2);
                    }
                }
                AddCommand(m);
            }
        }
Esempio n. 6
0
        private void ComputePoints()
        {
            outerRout       = new Rout();
            outerRout.Width = width;
            outerRout.Depth = depth;

            double pitch       = 80;
            double tooth_width = 45; // outside tooth width (part that fits into the pulley)

            double c = this.teeth * pitch;

            double r  = (c / (2 * Math.PI));
            double tr = this.width / 2; // tool radius

            for (int i = 0; i < this.teeth; i++)
            {
                //double pulley_tooth_center = (double)i;
                double theta_total = ((double)1 / (double)this.teeth) * 2.0 * Math.PI;
                double theta_b     = (tooth_width / pitch) * theta_total;
                double theta_a     = (theta_total - theta_b) / 2.0;

                double theta_start = (double)i * theta_total;

                Vector2 a1 = new Vector2((float)(Math.Cos(theta_start) * r), (float)(Math.Sin(theta_start) * r));
                Vector2 a2 = new Vector2((float)(Math.Cos(theta_start + theta_a) * r), (float)(Math.Sin(theta_start + theta_a) * r));
                Vector2 a3 = new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b) * r), (float)(Math.Sin(theta_start + theta_a + theta_b) * r));
                Vector2 a4 = new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b + theta_a) * r), (float)(Math.Sin(theta_start + theta_a + theta_b + theta_a) * r));

                double  w  = (Math.Tan(tooth_taper_angle) * tooth_depth) / pitch * theta_total;
                Vector2 b1 = new Vector2((float)(Math.Cos(theta_start + theta_a + w) * (r - tooth_depth)), (float)(Math.Sin(theta_start + theta_a + w) * (r - tooth_depth)));
                Vector2 b2 = new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b - w) * (r - tooth_depth)), (float)(Math.Sin(theta_start + theta_a + theta_b - w) * (r - tooth_depth)));

                CoolDrawing.DrawLine(1, a2 + this.Center, b1 + this.Center, Color.DarkBlue);
                CoolDrawing.DrawLine(1, b1 + this.Center, b2 + this.Center, Color.Red);
                CoolDrawing.DrawLine(1, b2 + this.Center, a3 + this.Center, Color.DarkBlue);

                CoolDrawing.DrawLine(1, a1 + this.Center, a2 + this.Center, Color.Red);
                CoolDrawing.DrawLine(1, a3 + this.Center, a4 + this.Center, Color.DarkGreen);

                Vector2 p = new Vector2((float)(Math.Cos(theta_start) * r), (float)(Math.Sin(theta_start) * r));
                CoolDrawing.DrawLine(1, this.Center, p + this.Center, Color.Black);

                // Tool Path

                double tw = tr * Math.Tan(0.25 * Math.PI - tooth_taper_angle / 2) / pitch * theta_total;

                Vector2 t1 = this.Center + new Vector2((float)(Math.Cos(theta_start) * (r + tr)), (float)(Math.Sin(theta_start) * (r + tr)));
                Vector2 t2 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + tw) * (r + tr)), (float)(Math.Sin(theta_start + theta_a + tw) * (r + tr)));
                Vector2 t3 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b - tw) * (r + tr)), (float)(Math.Sin(theta_start + theta_a + theta_b - tw) * (r + tr)));
                Vector2 t4 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b + theta_a) * (r + tr)), (float)(Math.Sin(theta_start + theta_a + theta_b + theta_a) * (r + tr)));

                Vector2 tb1 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + w + tw) * (r - tooth_depth + tr)), (float)(Math.Sin(theta_start + theta_a + w + tw) * (r - tooth_depth + tr)));
                Vector2 tb2 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b - w - tw) * (r - tooth_depth + tr)), (float)(Math.Sin(theta_start + theta_a + theta_b - w - tw) * (r - tooth_depth + tr)));

                //CoolDrawing.DrawLine((float)tr * 2, t1 + this.center, t2 + this.center, toolColor);
                //CoolDrawing.DrawLine((float)tr * 2, t2 + this.center, tb1 + this.center, toolColor);
                //CoolDrawing.DrawLine((float)tr * 2, tb1 + this.center, tb2 + this.center, toolColor);
                //CoolDrawing.DrawLine((float)tr * 2, tb2 + this.center, t3 + this.center, toolColor);
                //CoolDrawing.DrawLine((float)tr * 2, t3 + this.center, t4 + this.center, toolColor);

                outerRout.Points.Add(new Vector2(t1.X, t1.Y));
                outerRout.Points.Add(new Vector2(t2.X, t2.Y));
                outerRout.Points.Add(new Vector2(tb1.X, tb1.Y));
                outerRout.Points.Add(new Vector2(tb2.X, tb2.Y));
                outerRout.Points.Add(new Vector2(t3.X, t3.Y));
                outerRout.Points.Add(new Vector2(t4.X, t4.Y));
            }

            innerRout       = new Rout();
            innerRout.Width = width;
            innerRout.Depth = center_hole_depth;

            float circumference = (float)Math.PI * 2 * radius;

            //int _pointCount = pointCount;
            //if (_pointCount <= 1)
            //{
            int _pointCount = (int)(0.5f * circumference / width);

            if (_pointCount <= 12)
            {
                _pointCount = 12;
            }

            for (int i = 0; i <= _pointCount; i++)
            {
                Vector2 p = new Vector2((float)(Math.Cos(Math.PI * 2 * i / _pointCount) * (radius - tr)), (float)(Math.Sin(Math.PI * 2 * i / _pointCount) * (radius - tr)));
                p += Center;
                innerRout.Points.Add(new Vector2(p.X, p.Y));
            }

            //base.HasChanged = true;
        }
Esempio n. 7
0
        private void ComputePoints()
        {
            outerRout = new Rout();
            outerRout.Width = width;
            outerRout.Depth = depth;

            double pitch = 80;
            double tooth_width = 45; // outside tooth width (part that fits into the pulley)

            double c = this.teeth * pitch;

            double r = (c / (2 * Math.PI));
            double tr = this.width / 2; // tool radius

            for (int i = 0; i < this.teeth; i++)
            {
                //double pulley_tooth_center = (double)i;
                double theta_total = ((double)1 / (double)this.teeth) * 2.0 * Math.PI;
                double theta_b = (tooth_width / pitch) * theta_total;
                double theta_a = (theta_total - theta_b) / 2.0;

                double theta_start = (double)i * theta_total;

                Vector2 a1 = new Vector2((float)(Math.Cos(theta_start) * r), (float)(Math.Sin(theta_start) * r));
                Vector2 a2 = new Vector2((float)(Math.Cos(theta_start + theta_a) * r), (float)(Math.Sin(theta_start + theta_a) * r));
                Vector2 a3 = new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b) * r), (float)(Math.Sin(theta_start + theta_a + theta_b) * r));
                Vector2 a4 = new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b + theta_a) * r), (float)(Math.Sin(theta_start + theta_a + theta_b + theta_a) * r));

                double w = (Math.Tan(tooth_taper_angle) * tooth_depth) / pitch * theta_total;
                Vector2 b1 = new Vector2((float)(Math.Cos(theta_start + theta_a + w) * (r - tooth_depth)), (float)(Math.Sin(theta_start + theta_a + w) * (r - tooth_depth)));
                Vector2 b2 = new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b - w) * (r - tooth_depth)), (float)(Math.Sin(theta_start + theta_a + theta_b - w) * (r - tooth_depth)));

                CoolDrawing.DrawLine(1, a2 + this.Center, b1 + this.Center, Color.DarkBlue);
                CoolDrawing.DrawLine(1, b1 + this.Center, b2 + this.Center, Color.Red);
                CoolDrawing.DrawLine(1, b2 + this.Center, a3 + this.Center, Color.DarkBlue);

                CoolDrawing.DrawLine(1, a1 + this.Center, a2 + this.Center, Color.Red);
                CoolDrawing.DrawLine(1, a3 + this.Center, a4 + this.Center, Color.DarkGreen);

                Vector2 p = new Vector2((float)(Math.Cos(theta_start) * r), (float)(Math.Sin(theta_start) * r));
                CoolDrawing.DrawLine(1, this.Center, p + this.Center, Color.Black);

                // Tool Path

                double tw = tr * Math.Tan(0.25 * Math.PI - tooth_taper_angle / 2) / pitch * theta_total;

                Vector2 t1 = this.Center + new Vector2((float)(Math.Cos(theta_start) * (r + tr)), (float)(Math.Sin(theta_start) * (r + tr)));
                Vector2 t2 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + tw) * (r + tr)), (float)(Math.Sin(theta_start + theta_a + tw) * (r + tr)));
                Vector2 t3 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b - tw) * (r + tr)), (float)(Math.Sin(theta_start + theta_a + theta_b - tw) * (r + tr)));
                Vector2 t4 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b + theta_a) * (r + tr)), (float)(Math.Sin(theta_start + theta_a + theta_b + theta_a) * (r + tr)));

                Vector2 tb1 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + w + tw) * (r - tooth_depth + tr)), (float)(Math.Sin(theta_start + theta_a + w + tw) * (r - tooth_depth + tr)));
                Vector2 tb2 = this.Center + new Vector2((float)(Math.Cos(theta_start + theta_a + theta_b - w - tw) * (r - tooth_depth + tr)), (float)(Math.Sin(theta_start + theta_a + theta_b - w - tw) * (r - tooth_depth + tr)));

                //CoolDrawing.DrawLine((float)tr * 2, t1 + this.center, t2 + this.center, toolColor);
                //CoolDrawing.DrawLine((float)tr * 2, t2 + this.center, tb1 + this.center, toolColor);
                //CoolDrawing.DrawLine((float)tr * 2, tb1 + this.center, tb2 + this.center, toolColor);
                //CoolDrawing.DrawLine((float)tr * 2, tb2 + this.center, t3 + this.center, toolColor);
                //CoolDrawing.DrawLine((float)tr * 2, t3 + this.center, t4 + this.center, toolColor);

                outerRout.Points.Add(new Vector2(t1.X, t1.Y));
                outerRout.Points.Add(new Vector2(t2.X, t2.Y));
                outerRout.Points.Add(new Vector2(tb1.X, tb1.Y));
                outerRout.Points.Add(new Vector2(tb2.X, tb2.Y));
                outerRout.Points.Add(new Vector2(t3.X, t3.Y));
                outerRout.Points.Add(new Vector2(t4.X, t4.Y));
            }

            innerRout = new Rout();
            innerRout.Width = width;
            innerRout.Depth = center_hole_depth;

            float circumference = (float)Math.PI * 2 * radius;

            //int _pointCount = pointCount;
            //if (_pointCount <= 1)
            //{
                int _pointCount = (int)(0.5f * circumference / width);
                if (_pointCount <= 12)
                {
                    _pointCount = 12;
                }

            for (int i = 0; i <= _pointCount; i++)
            {
                Vector2 p = new Vector2((float)(Math.Cos(Math.PI * 2 * i / _pointCount) * (radius - tr)), (float)(Math.Sin(Math.PI * 2 * i / _pointCount) * (radius - tr)));
                p += Center;
                innerRout.Points.Add(new Vector2(p.X, p.Y));
            }

            //base.HasChanged = true;
        }
Esempio n. 8
0
        private void ComputePoints()
        {
            float contact_circumference = circular_pitch * teeth;

            double contact_radius = contact_circumference / (Math.PI * 2);
            double base_radius    = contact_radius * Cosd(pressure_angle);

            double outer_radius = contact_radius + addendum;
            double inner_radius = contact_radius - dedendum;

            double theta_to_contact_radius = Degrees(Sind(pressure_angle) / Cosd(pressure_angle));

            List <Rout> Routs = new List <Rout>();

            float a_radians = (float)(Math.PI * (0 - (theta_to_contact_radius - pressure_angle)) / 180.0f);

            // Create routs to match the drawn line
            Rout rt = new Rout();

            rt.Width = this.width;

            // Line from inner radius to start of base circle
            double sin_theta = (float)Math.Sin(a_radians);
            double cos_theta = (float)Math.Cos(a_radians);

            // Tails into gear for dedendum
            if (inner_radius < base_radius)
            {
                Vector2 radial     = new Vector2((float)cos_theta, (float)sin_theta);
                Vector2 tangential = new Vector2((float)sin_theta, (float)(-cos_theta));
                tangential = radial.PerpendicularRight;
                rt.Points.Add(Vector2.Multiply(tangential, rt.Width / 2) + Center + Vector2.Multiply(radial, (float)(inner_radius + rt.Width / 2)));
                rt.Points.Add(Vector2.Multiply(tangential, rt.Width / 2) + Center + Vector2.Multiply(radial, (float)base_radius));
            }

            // Degrees to rotate while drawing involute curve from base_radius to outer_radius
            float distance = (float)Degrees(Math.Sqrt(outer_radius * outer_radius - base_radius * base_radius) / base_radius);

            for (double theta = 0; theta <= distance; theta += 3.0f / Sind(theta + 15))
            {
                Vector2 routPoint = ComputeInvolutePoint(theta, Degrees(a_radians), base_radius, rt.Width / 2);
                rt.Points.Add(Center + routPoint);
            }

            Vector2 lastDirection = ComputeInvolutePoint(distance, Degrees(a_radians), base_radius, rt.Width / 2);

            rt.Points.Add(Center + lastDirection);
            lastDirection = Vector2.Normalize(lastDirection);

            float   spacing_degrees = 360 / teeth;
            float   d2      = (float)(outer_radius + rt.Width / 2);
            Vector2 radial2 = new Vector2(
                (float)Cosd(spacing_degrees / 4),
                (float)Sind(spacing_degrees / 4));

            rt.Points.Add(Center + Vector2.Multiply(lastDirection, d2));

            // Flip the points in rt about the line radial2
            List <Vector2> back = new List <Vector2>();

            foreach (Vector2 v in rt.Points)
            {
                Vector2 original      = v - Center;
                float   parallel      = Vector2.Dot(radial2, original);
                float   perpendicular = Vector2.Dot(radial2.PerpendicularRight, original);
                Vector2 result        = Vector2.Multiply(radial2, parallel) + Vector2.Multiply(radial2.PerpendicularRight, -perpendicular);
                back.Insert(0, result + Center);
            }

            foreach (Vector2 p in back)
            {
                rt.Points.Add(p);
            }

            Rout rout = new Rout();

            rout.Width = rt.Width;
            for (int tooth = 0; tooth < teeth; tooth++)
            {
                Quaternion q = Quaternion.FromAxisAngle(new Vector3(0, 0, 1), tooth * OpenTK.MathHelper.TwoPi / (float)teeth + (float)Radians(base_rotation));
                foreach (Vector2 v in rt.Points)
                {
                    Vector2 original = v - Center;
                    Vector2 result   = Vector2.Transform(original, q);
                    rout.Points.Add(result + Center);
                }
            }
            // And back to the first point!  TODO: Rotate this point too...
            rout.Points.Add(rt.Points[0]);


            this.outerRout  = rout;
            outerRout.Depth = this.depth;


            innerRout       = new Rout();
            innerRout.Width = width;
            innerRout.Depth = center_hole_depth;

            float circumference = (float)Math.PI * 2 * radius;

            //int _pointCount = pointCount;
            //if (_pointCount <= 1)
            //{
            int _pointCount = (int)(0.5f * circumference / width);

            if (_pointCount <= 12)
            {
                _pointCount = 12;
            }

            float tr = width / 2;

            for (int i = 0; i <= _pointCount; i++)
            {
                Vector2 p = new Vector2((float)(Math.Cos(Math.PI * 2 * i / _pointCount) * (radius - tr)), (float)(Math.Sin(Math.PI * 2 * i / _pointCount) * (radius - tr)));
                p += Center;
                innerRout.Points.Add(new Vector2(p.X, p.Y));
            }



            //base.HasChanged = true;
        }
Esempio n. 9
0
        public void Draw()
        {
            float contact_circumference = circular_pitch * teeth;

            double contact_radius = contact_circumference / (Math.PI * 2);
            double base_radius    = contact_radius * Cosd(pressure_angle);

            double outer_radius = contact_radius + addendum;
            double inner_radius = contact_radius - dedendum;

            CoolDrawing.DrawCircle((float)base_radius, Center, Color.Black);
            CoolDrawing.DrawCircle((float)contact_radius, Center, Color.Orange);
            CoolDrawing.DrawCircle((float)outer_radius, Center, Color.DarkBlue);
            CoolDrawing.DrawCircle((float)inner_radius, Center, Color.DarkBlue);

            double theta_to_contact_radius = Degrees(Sind(pressure_angle) / Cosd(pressure_angle));

            List <Rout> Routs = new List <Rout>();

            float a_radians = (float)(Math.PI * (0 - (theta_to_contact_radius - pressure_angle)) / 180.0f);

            // Draw an involute curve off the surface of the gear
            GL.Begin(BeginMode.LineStrip);
            GL.Color3(Color.Black);

            // Create routs to match the drawn line
            Rout rt = new Rout();

            rt.Width = this.width;

            // Line from inner radius to start of base circle
            double sin_theta = (float)Math.Sin(a_radians);
            double cos_theta = (float)Math.Cos(a_radians);

            if (inner_radius < base_radius)
            {
                double x = inner_radius * cos_theta + this.X;
                double y = inner_radius * sin_theta + this.Y;
                GL.Vertex2(x, y);
                x = base_radius * cos_theta + this.X;
                y = base_radius * sin_theta + this.Y;
                GL.Vertex2(x, y);
            }

            // Degrees to rotate while drawing involute curve from base_radius to outer_radius
            float distance = (float)Degrees(Math.Sqrt(outer_radius * outer_radius - base_radius * base_radius) / base_radius);

            // Draw an involute line from base_radius to outer_radius
            for (double theta = 0; theta <= (distance + .0001); theta += (distance / 20.0f))
            {
                Vector2 point = ComputeInvolutePoint(theta, Degrees(a_radians), base_radius, 0);
                GL.Vertex2(point + Center);
            }
            GL.End();

            //outerRout.Draw();
            foreach (Rout a in this.GetRouts())
            {
                a.Draw();
            }
        }
Esempio n. 10
0
        public void Parse(string[] lines)
        {
            foreach (string s in lines)
            {
                Regex r = new Regex("^G(?<G_VALUE>\\d+)");
                if (r.IsMatch(s))
                {
                    Match m       = r.Match(s);
                    Int32 g_value = Int32.Parse(m.Groups["G_VALUE"].Value);

                    if (g_value == 0)
                    {
                        // Rapid Positioning, go to (x, y, z) as fast as possible
                        Vector3 fromPoint = new Vector3(lastx, lasty, lastz);
                        GetFloat(s, "X", ref lastx);
                        GetFloat(s, "Y", ref lasty);
                        GetFloat(s, "Z", ref lastz);
                        Vector3 toPoint = new Vector3(lastx, lasty, lastz);

                        Rout rout = new Rout();
                        rout.just_moving = true;
                        rout.Width       = 5;
                        rout.Points      = new List <Vector2>(new Vector2[] { new Vector2(fromPoint.X * 1000, fromPoint.Y * 1000), new Vector2(toPoint.X * 1000, toPoint.Y * 1000) });
                        rout.Depth       = toPoint.Z * 1000;
                        linear_routs.Add(rout);
                    }
                    else if (g_value == 1)
                    {
                        // Linear Interpolation
                        Vector3 fromPoint = new Vector3(lastx, lasty, lastz);
                        GetFloat(s, "X", ref lastx);
                        GetFloat(s, "Y", ref lasty);
                        GetFloat(s, "Z", ref lastz);
                        Vector3 toPoint = new Vector3(lastx, lasty, lastz);

                        Rout rout = new Rout();

                        rout.Width  = 20;
                        rout.Points = new List <Vector2>(new Vector2[] { new Vector2(fromPoint.X * 1000, fromPoint.Y * 1000), new Vector2(toPoint.X * 1000, toPoint.Y * 1000) });
                        rout.Depth  = toPoint.Z * 1000;
                        linear_routs.Add(rout);

                        //Console.WriteLine("From " + fromPoint + " To " + toPoint);
                    }
                    else if (g_value == 4)
                    {
                        // Dwell Time (X, U, or P): dwell time in milliseconds
                    }
                    else if (g_value == 20)
                    {
                        // Inch Mode
                        Console.WriteLine("Units are Inches");
                    }
                    else if (g_value == 21)
                    {
                        // Metric Mode
                        throw new NotSupportedException("Metric GCode is not supported!");
                    }
                    else if (g_value == 90)
                    {
                        // Absolute Programming
                        Console.WriteLine("Absolute Programming");
                    }
                    else
                    {
                        Console.WriteLine("G code is not understood: " + s);
                    }
                    //string groupName = r.GroupNumberFromName("G_VALUE").ToString();
                    //MatchCollection m = r.Matches;
                    //Console.WriteLine(s + ", Group Name = " + groupName);
                }
            }
        }
Esempio n. 11
0
        private void ComputePoints()
        {
            float contact_circumference = circular_pitch * teeth;

            double contact_radius = contact_circumference / (Math.PI * 2);
            double base_radius = contact_radius * Cosd(pressure_angle);

            double outer_radius = contact_radius + addendum;
            double inner_radius = contact_radius - dedendum;

            double theta_to_contact_radius = Degrees(Sind(pressure_angle) / Cosd(pressure_angle));

            List<Rout> Routs = new List<Rout>();

            float a_radians = (float)(Math.PI * (0 - (theta_to_contact_radius - pressure_angle)) / 180.0f);

            // Create routs to match the drawn line
            Rout rt = new Rout();
            rt.Width = this.width;

            // Line from inner radius to start of base circle
            double sin_theta = (float)Math.Sin(a_radians);
            double cos_theta = (float)Math.Cos(a_radians);

            // Tails into gear for dedendum
            if (inner_radius < base_radius)
            {
                Vector2 radial = new Vector2((float)cos_theta, (float)sin_theta);
                Vector2 tangential = new Vector2((float)sin_theta, (float)(-cos_theta));
                tangential = radial.PerpendicularRight;
                rt.Points.Add(Vector2.Multiply(tangential, rt.Width / 2) + Center + Vector2.Multiply(radial, (float)(inner_radius + rt.Width / 2)));
                rt.Points.Add(Vector2.Multiply(tangential, rt.Width / 2) + Center + Vector2.Multiply(radial, (float)base_radius));
            }

            // Degrees to rotate while drawing involute curve from base_radius to outer_radius
            float distance = (float)Degrees(Math.Sqrt(outer_radius * outer_radius - base_radius * base_radius) / base_radius);

            for (double theta = 0; theta <= distance; theta += 3.0f/Sind(theta + 15))
            {
                Vector2 routPoint = ComputeInvolutePoint(theta, Degrees(a_radians), base_radius, rt.Width / 2);
                rt.Points.Add(Center + routPoint);
            }

            Vector2 lastDirection = ComputeInvolutePoint(distance, Degrees(a_radians), base_radius, rt.Width / 2);
            rt.Points.Add(Center + lastDirection);
            lastDirection = Vector2.Normalize(lastDirection);

            float spacing_degrees = 360 / teeth;
            float d2 = (float)(outer_radius + rt.Width / 2);
            Vector2 radial2 = new Vector2(
                (float)Cosd(spacing_degrees / 4),
                (float)Sind(spacing_degrees / 4));
            rt.Points.Add(Center + Vector2.Multiply(lastDirection, d2));

            // Flip the points in rt about the line radial2
            List<Vector2> back = new List<Vector2>();
            foreach (Vector2 v in rt.Points)
            {
                Vector2 original = v - Center;
                float parallel = Vector2.Dot(radial2, original);
                float perpendicular = Vector2.Dot(radial2.PerpendicularRight, original);
                Vector2 result = Vector2.Multiply(radial2, parallel) + Vector2.Multiply(radial2.PerpendicularRight, -perpendicular);
                back.Insert(0, result + Center);
            }

            foreach (Vector2 p in back)
            {
                rt.Points.Add(p);
            }

            Rout rout = new Rout();
            rout.Width = rt.Width;
            for (int tooth = 0; tooth < teeth; tooth++)
            {
                Quaternion q = Quaternion.FromAxisAngle(new Vector3(0, 0, 1), tooth * OpenTK.MathHelper.TwoPi / (float)teeth + (float)Radians(base_rotation));
                foreach (Vector2 v in rt.Points)
                {
                    Vector2 original = v - Center;
                    Vector2 result = Vector2.Transform(original, q);
                    rout.Points.Add(result + Center);
                }
            }
            // And back to the first point!  TODO: Rotate this point too...
            rout.Points.Add(rt.Points[0]);

            this.outerRout = rout;
            outerRout.Depth = this.depth;

            innerRout = new Rout();
            innerRout.Width = width;
            innerRout.Depth = center_hole_depth;

            float circumference = (float)Math.PI * 2 * radius;

            //int _pointCount = pointCount;
            //if (_pointCount <= 1)
            //{
            int _pointCount = (int)(0.5f * circumference / width);
            if (_pointCount <= 12)
            {
                _pointCount = 12;
            }

            float tr = width / 2;
            for (int i = 0; i <= _pointCount; i++)
            {
                Vector2 p = new Vector2((float)(Math.Cos(Math.PI * 2 * i / _pointCount) * (radius - tr)), (float)(Math.Sin(Math.PI * 2 * i / _pointCount) * (radius - tr)));
                p += Center;
                innerRout.Points.Add(new Vector2(p.X, p.Y));
            }

            //base.HasChanged = true;
        }
Esempio n. 12
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        public void Draw()
        {
            float contact_circumference = circular_pitch * teeth;

            double contact_radius = contact_circumference / (Math.PI * 2);
            double base_radius = contact_radius * Cosd(pressure_angle);

            double outer_radius = contact_radius + addendum;
            double inner_radius = contact_radius - dedendum;

            CoolDrawing.DrawCircle((float)base_radius, Center, Color.Black);
            CoolDrawing.DrawCircle((float)contact_radius, Center, Color.Orange);
            CoolDrawing.DrawCircle((float)outer_radius, Center, Color.DarkBlue);
            CoolDrawing.DrawCircle((float)inner_radius, Center, Color.DarkBlue);

            double theta_to_contact_radius = Degrees(Sind(pressure_angle) / Cosd(pressure_angle));

            List<Rout> Routs = new List<Rout>();

            float a_radians = (float)(Math.PI * (0 - (theta_to_contact_radius - pressure_angle)) / 180.0f);

            // Draw an involute curve off the surface of the gear
            GL.Begin(BeginMode.LineStrip);
            GL.Color3(Color.Black);

            // Create routs to match the drawn line
            Rout rt = new Rout();
            rt.Width = this.width;

            // Line from inner radius to start of base circle
            double sin_theta = (float)Math.Sin(a_radians);
            double cos_theta = (float)Math.Cos(a_radians);

            if (inner_radius < base_radius)
            {
                double x = inner_radius * cos_theta + this.X;
                double y = inner_radius * sin_theta + this.Y;
                GL.Vertex2(x, y);
                x = base_radius * cos_theta + this.X;
                y = base_radius * sin_theta + this.Y;
                GL.Vertex2(x, y);
            }

            // Degrees to rotate while drawing involute curve from base_radius to outer_radius
            float distance = (float)Degrees(Math.Sqrt(outer_radius * outer_radius - base_radius * base_radius) / base_radius);

            // Draw an involute line from base_radius to outer_radius
            for (double theta = 0; theta <= (distance + .0001); theta += (distance / 20.0f))
            {
                Vector2 point = ComputeInvolutePoint(theta, Degrees(a_radians), base_radius, 0);
                GL.Vertex2(point + Center);
            }
            GL.End();

            //outerRout.Draw();
            foreach (Rout a in this.GetRouts())
            {
                a.Draw();
            }
        }