add ability to see exactly where actuator currently is
[clinton/Smoothieware.git] / src / libs / StepperMotor.cpp
1 /*
2 This file is part of Smoothie (http://smoothieware.org/). The motion control part is heavily based on Grbl (https://github.com/simen/grbl).
3 Smoothie is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
4 Smoothie is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
5 You should have received a copy of the GNU General Public License along with Smoothie. If not, see <http://www.gnu.org/licenses/>.
6 */
7 #include "StepperMotor.h"
8
9 #include "Kernel.h"
10 #include "MRI_Hooks.h"
11 #include "StepTicker.h"
12
13 #include <math.h>
14
15 // A StepperMotor represents an actual stepper motor. It is used to generate steps that move the actual motor at a given speed
16 // TODO : Abstract this into Actuator
17
18 StepperMotor::StepperMotor()
19 {
20 init();
21 }
22
23 StepperMotor::StepperMotor(Pin &step, Pin &dir, Pin &en) : step_pin(step), dir_pin(dir), en_pin(en)
24 {
25 init();
26 enable(false);
27 set_high_on_debug(en.port_number, en.pin);
28 }
29
30 void StepperMotor::init()
31 {
32 this->moving = false;
33 this->paused = false;
34 this->fx_counter = 0;
35 this->stepped = 0;
36 this->fx_ticks_per_step = 0;
37 this->steps_to_move = 0;
38 this->remove_from_active_list_next_reset = false;
39 this->is_move_finished = false;
40 this->signal_step = false;
41 this->step_signal_hook = new Hook();
42
43 steps_per_mm = 1.0F;
44 max_rate = 50.0F;
45
46 current_position_steps= 0;
47 last_milestone_steps = 0;
48 last_milestone_mm = 0.0F;
49 }
50
51
52 // This is called ( see the .h file, we had to put a part of things there for obscure inline reasons ) when a step has to be generated
53 // we also here check if the move is finished etc ...
54 void StepperMotor::step()
55 {
56 // output to pins 37t
57 this->step_pin.set( 1 );
58 this->step_ticker->reset_step_pins = true;
59
60 // move counter back 11t
61 this->fx_counter -= this->fx_ticks_per_step;
62
63 // we have moved a step 9t
64 this->stepped++;
65
66 // Do we need to signal this step
67 if( this->stepped == this->signal_step_number && this->signal_step ) {
68 this->step_signal_hook->call();
69 }
70
71 // keep track of actuators actual position in steps
72 this->current_position_steps += (this->direction ? -1 : 1);
73
74 // Is this move finished ?
75 if( this->stepped == this->steps_to_move ) {
76 // Mark it as finished, then StepTicker will call signal_mode_finished()
77 // This is so we don't call that before all the steps have been generated for this tick()
78 this->is_move_finished = true;
79 this->step_ticker->moves_finished = true;
80 }
81 }
82
83
84 // If the move is finished, the StepTicker will call this ( because we asked it to in tick() )
85 void StepperMotor::signal_move_finished()
86 {
87 // work is done ! 8t
88 this->moving = false;
89 this->steps_to_move = 0;
90
91 // signal it to whatever cares 41t 411t
92 this->end_hook->call();
93
94 // We only need to do this if we were not instructed to move
95 if( this->moving == false ) {
96 this->update_exit_tick();
97 }
98
99 this->is_move_finished = false;
100 }
101
102 // This is just a way not to check for ( !this->moving || this->paused || this->fx_ticks_per_step == 0 ) at every tick()
103 inline void StepperMotor::update_exit_tick()
104 {
105 if( !this->moving || this->paused || this->steps_to_move == 0 ) {
106 // We must exit tick() after setting the pins, no bresenham is done
107 //this->remove_from_active_list_next_reset = true;
108 this->step_ticker->remove_motor_from_active_list(this);
109 } else {
110 // We must do the bresenham in tick()
111 // We have to do this or there could be a bug where the removal still happens when it doesn't need to
112 this->step_ticker->add_motor_to_active_list(this);
113 }
114 }
115
116
117
118 // Instruct the StepperMotor to move a certain number of steps
119 void StepperMotor::move( bool direction, unsigned int steps )
120 {
121 // We do not set the direction directly, we will set the pin just before the step pin on the next tick
122 this->dir_pin.set(direction);
123 this->direction = direction;
124
125 // How many steps we have to move until the move is done
126 this->steps_to_move = steps;
127
128 // Zero our tool counters
129 this->fx_counter = 0; // Bresenheim counter
130 this->stepped = 0;
131
132 // Do not signal steps until we get instructed to
133 this->signal_step = false;
134
135 // Starting now we are moving
136 if( steps > 0 ) {
137 this->moving = true;
138 } else {
139 this->moving = false;
140 }
141 this->update_exit_tick();
142
143 }
144
145 // Set the speed at which this steper moves
146 void StepperMotor::set_speed( float speed )
147 {
148
149 // FIXME NOTE this can cause axis to run faster than expected thus making the line incorrect, or on a delta make the effector move wrong
150 // seems we can do... minimum_speed = ceil(step_ticker->frequency/65536.0F), which would be 2 not 20 at 100Khz
151 if (speed < 20.0F)
152 speed = 20.0F;
153
154 // How many steps we must output per second
155 this->steps_per_second = speed;
156
157 // How many ticks ( base steps ) between each actual step at this speed, in fixed point 64 <--- REALLY? I don't think it is at the moment looks like 32bit fixed point
158 float ticks_per_step = (float)( (float)this->step_ticker->frequency / speed );
159 //float double_fx_ticks_per_step = (float)(1<<8) * ( (float)(1<<8) * ticks_per_step ); // 8x8 because we had to do 16x16 because 32 did not work
160 float double_fx_ticks_per_step = 65536.0F * ticks_per_step; // isn't this better on a 32bit machine?
161 this->fx_ticks_per_step = (uint32_t)( floor(double_fx_ticks_per_step) );
162 }
163
164 // Pause this stepper motor
165 void StepperMotor::pause()
166 {
167 this->paused = true;
168 this->update_exit_tick();
169 }
170
171 // Unpause this stepper motor
172 void StepperMotor::unpause()
173 {
174 this->paused = false;
175 this->update_exit_tick();
176 }
177
178
179 void StepperMotor::change_steps_per_mm(float new_steps)
180 {
181 steps_per_mm = new_steps;
182 last_milestone_steps = lround(last_milestone_mm * steps_per_mm);
183 current_position_steps = last_milestone_steps;
184 }
185
186 void StepperMotor::change_last_milestone(float new_milestone)
187 {
188 last_milestone_mm = new_milestone;
189 last_milestone_steps = lround(last_milestone_mm * steps_per_mm);
190 current_position_steps = last_milestone_steps;
191 }
192
193 int StepperMotor::steps_to_target(float target)
194 {
195 int target_steps = lround(target * steps_per_mm);
196 return target_steps - last_milestone_steps;
197 }