diff --git a/Marlin/src/gcode/motion/G2_G3.cpp b/Marlin/src/gcode/motion/G2_G3.cpp index b920e23073..469d726df9 100644 --- a/Marlin/src/gcode/motion/G2_G3.cpp +++ b/Marlin/src/gcode/motion/G2_G3.cpp @@ -80,24 +80,26 @@ void plan_arc( // Angle of rotation between position and target from the circle center. float angular_travel = ATAN2(rvec.a * rt_Y - rvec.b * rt_X, rvec.a * rt_X + rvec.b * rt_Y); - // Make sure angular travel over 180 degrees goes the other way around. - switch (((angular_travel < 0) << 1) + clockwise) { - case 1: angular_travel -= RADIANS(360); break; // Positive but CW? Reverse direction. - case 2: angular_travel += RADIANS(360); break; // Negative but CCW? Reverse direction. - } - #ifdef MIN_ARC_SEGMENTS - uint16_t min_segments = CEIL((MIN_ARC_SEGMENTS) * ABS(angular_travel) / RADIANS(360)); - NOLESS(min_segments, 1U); + uint16_t min_segments = MIN_ARC_SEGMENTS; #else constexpr uint16_t min_segments = 1; #endif - // Make a circle if the angular rotation is 0 and the target is current position - if (NEAR_ZERO(angular_travel) && NEAR(current_position[p_axis], cart[p_axis]) && NEAR(current_position[q_axis], cart[q_axis])) { - angular_travel = RADIANS(360); + // Do a full circle if angular rotation is near 0 and the target is current position + if ((!angular_travel || NEAR_ZERO(angular_travel)) && NEAR(current_position[p_axis], cart[p_axis]) && NEAR(current_position[q_axis], cart[q_axis])) { + // Preserve direction for circles + angular_travel = clockwise ? -RADIANS(360) : RADIANS(360); + } + else { + // Make sure angular travel over 180 degrees goes the other way around. + switch (((angular_travel < 0) << 1) | clockwise) { + case 1: angular_travel -= RADIANS(360); break; // Positive but CW? Reverse direction. + case 2: angular_travel += RADIANS(360); break; // Negative but CCW? Reverse direction. + } #ifdef MIN_ARC_SEGMENTS - min_segments = MIN_ARC_SEGMENTS; + min_segments = CEIL(min_segments * ABS(angular_travel) / RADIANS(360)); + NOLESS(min_segments, 1U); #endif }