feat: implement getter for turret home zero and position
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e1207b1122
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cbb17e279f
20
maths.cpp
20
maths.cpp
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@ -11,6 +11,12 @@ void radToStep(Turret::StepRatio stepRatio, vec2<double> angle,
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step.y = angle.y * stepRatio.y;
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}
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void stepToRad(Turret::StepRatio stepRatio, vec2<long> step,
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vec2<double> &angle) {
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angle.x = step.x / stepRatio.x;
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angle.y = step.y / stepRatio.y;
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}
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void cartesianToPolar(Turret::StepRatio stepRatio, Turret::Offset offset,
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vec2<long> zero, vec3<double> position,
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vec2<long> &step) {
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@ -24,3 +30,17 @@ void cartesianToPolar(Turret::StepRatio stepRatio, Turret::Offset offset,
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radToStep(stepRatio, angle, step);
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}
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void polarToCartesian(Turret::StepRatio stepRatio, Turret::Offset offset,
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vec3<long> current, vec2<long> zero, vec2<long> step,
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vec3<double> &position) {
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vec2<double> angle;
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stepToRad(stepRatio, step, angle);
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vec2<double> dXYZ(tan(angle.x) * current.z, tan(angle.y) * current.z);
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position.x = dXYZ.x - offset.x;
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position.y = -(dXYZ.y - offset.y); // natural axis direction
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position.z = current.z - offset.z;
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}
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5
maths.h
5
maths.h
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@ -7,7 +7,12 @@ double degToRad(double deg);
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double radToDeg(double rad);
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void radToStep(Turret::StepRatio stepRatio, vec2<double> angle,
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vec2<long> &step);
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void stepToRad(Turret::StepRatio stepRatio, vec2<long> step,
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vec2<double> &angle);
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void cartesianToPolar(Turret::StepRatio stepRatio, Turret::Offset offset,
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vec2<long> zero, vec3<double> position, vec2<long> &step);
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void polarToCartesian(Turret::StepRatio stepRatio, Turret::Offset offset,
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vec3<long> current, vec2<long> zero, vec2<long> step,
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vec3<double> &position);
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#endif
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117
turret.cpp
117
turret.cpp
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@ -210,17 +210,124 @@ Turret &Turret::moveByY(double y, Unit unit) { return moveTo(0, y, 0, unit); }
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Turret &Turret::moveByZ(double z, Unit unit) { return moveTo(0, 0, z, unit); }
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Turret &Turret::getPosition(double &x, double &y, double &z, Unit unit) {
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// TODO implement
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if (unit == Unit::MM) {
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vec3<double> position;
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vec2<long> xy(_current.x, _current.y);
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polarToCartesian(_step_ratio, _offset, _current, _zero, xy, position);
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x = position.x / 10;
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y = position.y / 10;
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z = position.z / 10;
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}
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if (unit == Unit::CM) {
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vec3<double> position;
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vec2<long> xy(_current.x, _current.y);
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polarToCartesian(_step_ratio, _offset, _current, _zero, xy, position);
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x = position.x;
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y = position.y;
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z = position.z;
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}
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if (unit == Unit::M) {
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vec3<double> position;
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vec2<long> xy(_current.x, _current.y);
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polarToCartesian(_step_ratio, _offset, _current, _zero, xy, position);
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x = position.x * 100;
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y = position.y * 100;
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z = position.z * 100;
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}
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if (unit == Unit::STEP) {
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x = _home.x;
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y = _home.y;
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}
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if (unit == Unit::RAD) {
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vec2<double> angle;
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stepToRad(_step_ratio, _home, angle);
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x = angle.x;
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y = angle.y;
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}
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if (unit == Unit::DEG) {
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vec2<double> angle;
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stepToRad(_step_ratio, _home, angle);
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x = radToDeg(angle.x);
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y = radToDeg(angle.y);
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}
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return *this;
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}
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Turret &Turret::getHome(double &x, double &y, double &z, Unit unit) {
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// TODO implement
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Turret &Turret::getHome(double &x, double &y, Unit unit) {
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if (unit == Unit::MM) {
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vec3<double> position;
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polarToCartesian(_step_ratio, _offset, _current, _zero, _home, position);
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x = position.x / 10;
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y = position.y / 10;
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}
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if (unit == Unit::CM) {
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vec3<double> position;
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polarToCartesian(_step_ratio, _offset, _current, _zero, _home, position);
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x = position.x;
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y = position.y;
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}
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if (unit == Unit::M) {
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vec3<double> position;
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polarToCartesian(_step_ratio, _offset, _current, _zero, _home, position);
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x = position.x * 100;
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y = position.y * 100;
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}
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if (unit == Unit::STEP) {
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x = _home.x;
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y = _home.y;
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}
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if (unit == Unit::RAD) {
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vec2<double> angle;
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stepToRad(_step_ratio, _home, angle);
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x = angle.x;
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y = angle.y;
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}
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if (unit == Unit::DEG) {
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vec2<double> angle;
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stepToRad(_step_ratio, _home, angle);
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x = radToDeg(angle.x);
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y = radToDeg(angle.y);
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}
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return *this;
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}
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Turret &Turret::getZero(double &x, double &y, double &z, Unit unit) {
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// TODO implement
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Turret &Turret::getZero(double &x, double &y, Unit unit) {
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if ((unit == Unit::MM) || (unit == Unit::CM) || (unit == Unit::MM)) {
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x = 0;
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y = 0;
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}
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if (unit == Unit::STEP) {
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x = _zero.x;
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y = _zero.y;
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}
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if (unit == Unit::RAD) {
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vec2<double> angle;
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stepToRad(_step_ratio, _zero, angle);
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x = angle.x;
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y = angle.y;
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}
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if (unit == Unit::DEG) {
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vec2<double> angle;
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stepToRad(_step_ratio, _zero, angle);
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x = radToDeg(angle.x);
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y = radToDeg(angle.y);
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}
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return *this;
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}
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4
turret.h
4
turret.h
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@ -60,8 +60,8 @@ public:
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Turret &moveByZ(double z, Unit unit = Turret::Unit::CM);
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Turret &getPosition(double &x, double &y, double &z, Unit unit);
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Turret &getHome(double &x, double &y, double &z, Unit unit);
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Turret &getZero(double &x, double &y, double &z, Unit unit);
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Turret &getHome(double &x, double &y, Unit unit);
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Turret &getZero(double &x, double &y, Unit unit);
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Turret &calibrate();
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