Sure.  I see that my comment was about as clear as mud... :-/

In computer graphics programming we often represent a vertex as a 4D vector
{X,Y,Z,1}.  The "1" is nothing more than a convenience variable used in the
matrix multiplication.  The standard operations of translation, scaling, and
rotation are as follows (note: I'm using fixed width fonts):

             | x' |   |1 0 0 tx| |x|
translation  | y' | = |0 1 0 ty| |y|
             | z' |   |0 0 1 tz| |z|
             | 1' |   |0 0 0  1| |1|

         | x' |   |sx 0  0  0| |x|
scaling  | y' | = |0  sy 0  0| |y|
         | z' |   |0  0  sz 0| |z|
         | 1' |   |0  0  0  1| |1|

and rotation about x (where T=theta) =

         | x' |   |1   0     0    0| |x|
         | y' | = |0  cosT -sinT  0| |y|
         | z' |   |0  sinT  cosT  0| |z|
         | 1' |   |0   0     0    1| |1|

It turns out that you can combine any number of these together and do a single
4x4 matrix multiply to convert the original point into whatever projected view
you are currently using.

Hmmm... I still feel that is not very clear at all.  Hmmm...

What I am trying to get at is that these transformation can be used to convert
polar notation into the conventional Cartesian g-code notation very
efficiently.  Here are a couple of online presentation which might be helpful:

http://www.mcs.anl.gov/~disz/cs-341/colorvis/sld015.htm

http://www.cs.trinity.edu/~jhowland/cs2322/2d/2d/

and the end of http://en.wikipedia.org/wiki/Transformation_matrix on Affine
transformations and Perspective projections.

Hope that helps, but I kind of doubt it -- my fault for not being clear...  


  EBo --



Chris Radek <[email protected]> said:

> On Sun, Dec 27, 2009 at 03:48:00PM -0700, EBo wrote:
> 
> > If I could add my 2c, it would be that I
> > would like to see the mathematical transformations between the proposed
> > instructions and standard g-codes.
> 
> Could you elaborate on this?  I don't understand what you mean.
> 


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