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kine.I_PX = 0;
kine.I_PY = 0;
kine.I_PZ = 0;
kine.I_ROLL = i_roll;
kine.I_PITCH = i_pitch;
kine.I_YAW = i_yaw;
kine.kinematic_trans();
for (int i = 0; i < 6; i++)
{
pos_axis[i] = (kine.length[i] * 20000) / 2.54;
}
interpol1[j_inter] = Math.Round(pos_axis[0]);
interpol2[j_inter] = Math.Round(pos_axis[1]);
interpol3[j_inter] = Math.Round(pos_axis[2]);
interpol4[j_inter] = Math.Round(pos_axis[3]);
interpol5[j_inter] = Math.Round(pos_axis[4]);
interpol6[j_inter] = Math.Round(pos_axis[5]);
j_inter++;
}
for (double j = 0; j < (4 * Math.PI); j += 0.01)
{
i_roll = angle * Math.Cos(j);
i_pitch = angle * Math.Sin(j);
i_yaw = angle * Math.Sin(j);
kine.I_PX = 0;
kine.I_PY = 0;
kine.I_PZ = 0;
kine.I_ROLL = i_roll;
kine.I_PITCH = i_pitch;
kine.I_YAW = i_yaw;
kine.kinematic_trans();
for (int i = 0; i < 6; i++)
{
pos_axis[i] = (kine.length[i] * 20000) / 2.54;
}
interpol1[j_inter] = Math.Round(pos_axis[0]);
interpol2[j_inter] = Math.Round(pos_axis[1]);
interpol3[j_inter] = Math.Round(pos_axis[2]);
interpol4[j_inter] = Math.Round(pos_axis[3]);
interpol5[j_inter] = Math.Round(pos_axis[4]);
interpol6[j_inter] = Math.Round(pos_axis[5]);
j_inter++;
}
for (double j = 0; j < (8 * Math.PI); j += 0.02)
{
i_roll = angle * Math.Cos(j);
i_pitch = angle * Math.Sin(j);
i_yaw = angle * Math.Sin(j);
kine.I_PX = 0;
kine.I_PY = 0;
kine.I_PZ = 0;
kine.I_ROLL = i_roll;
kine.I_PITCH = i_pitch;
kine.I_YAW = i_yaw;
kine.kinematic_trans();
for (int i = 0; i < 6; i++)
{
pos_axis[i] = (kine.length[i] * 20000) / 2.54;
}
interpol1[j_inter] = Math.Round(pos_axis[0]);
interpol2[j_inter] = Math.Round(pos_axis[1]);
interpol3[j_inter] = Math.Round(pos_axis[2]);
interpol4[j_inter] = Math.Round(pos_axis[3]);
interpol5[j_inter] = Math.Round(pos_axis[4]);
interpol6[j_inter] = Math.Round(pos_axis[5]);
j_inter++;
}
}
vel_ang_combined = 30000;
bt3circularmedium.Enabled = false;
timer2.Start();
}
If (j_inter < 1256)
{
vel_ang_combined = 20000;
{
vel_ang_combined = 30000;
Else
{
vel_ang_combined = 40000;