add an initial speed to move() so there is a speed set, default is 2mm/sec this gives...
[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 if(this->fx_counter > this->fx_ticks_per_step) {
62 this->fx_counter -= this->fx_ticks_per_step;
63 }else{
64 this->fx_counter= 0; // can't make it less than 0 as it is a uint
65 }
66
67 // we have moved a step 9t
68 this->stepped++;
69
70 // Do we need to signal this step
71 if( this->stepped == this->signal_step_number && this->signal_step ) {
72 this->step_signal_hook->call();
73 }
74
75 // keep track of actuators actual position in steps
76 this->current_position_steps += (this->direction ? -1 : 1);
77
78 // Is this move finished ?
79 if( this->stepped == this->steps_to_move ) {
80 // Mark it as finished, then StepTicker will call signal_mode_finished()
81 // This is so we don't call that before all the steps have been generated for this tick()
82 this->is_move_finished = true;
83 this->step_ticker->moves_finished = true;
84 }
85 }
86
87
88 // If the move is finished, the StepTicker will call this ( because we asked it to in tick() )
89 void StepperMotor::signal_move_finished()
90 {
91 // work is done ! 8t
92 this->moving = false;
93 this->steps_to_move = 0;
94
95 // signal it to whatever cares 41t 411t
96 this->end_hook->call();
97
98 // We only need to do this if we were not instructed to move
99 // NOTE this is always true
100 if( this->moving == false ) {
101 this->update_exit_tick();
102 }
103
104 this->is_move_finished = false;
105 }
106
107 // This is just a way not to check for ( !this->moving || this->paused || this->fx_ticks_per_step == 0 ) at every tick()
108 inline void StepperMotor::update_exit_tick()
109 {
110 if( !this->moving || this->paused || this->steps_to_move == 0 ) {
111 // We must exit tick() after setting the pins, no bresenham is done
112 //this->remove_from_active_list_next_reset = true;
113 this->step_ticker->remove_motor_from_active_list(this);
114 } else {
115 // We must do the bresenham in tick()
116 // We have to do this or there could be a bug where the removal still happens when it doesn't need to
117 this->step_ticker->add_motor_to_active_list(this);
118 }
119 }
120
121 // Instruct the StepperMotor to move a certain number of steps
122 void StepperMotor::move( bool direction, unsigned int steps, float initial_speed)
123 {
124 // We do not set the direction directly, we will set the pin just before the step pin on the next tick
125 this->dir_pin.set(direction);
126 this->direction = direction;
127
128 // How many steps we have to move until the move is done
129 this->steps_to_move = steps;
130
131 // Zero our tool counters
132 this->fx_counter = 0; // Bresenheim counter
133 this->stepped = 0;
134
135 // Do not signal steps until we get instructed to
136 this->signal_step = false;
137
138 // Starting now we are moving
139 if( steps > 0 ) {
140 set_speed(initial_speed);
141 this->moving = true;
142 } else {
143 this->moving = false;
144 }
145 this->update_exit_tick();
146 }
147
148 // Set the speed at which this steper moves
149 void StepperMotor::set_speed( float speed )
150 {
151 float slowest_speed= ceil(this->step_ticker->frequency/65536.0F);
152
153 if(speed < slowest_speed) { // this is the slowest it can be
154 speed= slowest_speed;
155 }
156
157 // How many steps we must output per second
158 this->steps_per_second = speed;
159
160 // 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
161 float ticks_per_step = (float)( (float)this->step_ticker->frequency / speed );
162 float double_fx_ticks_per_step = 65536.0F * ticks_per_step; // isn't this better on a 32bit machine?
163
164 // set the new speed
165 this->fx_ticks_per_step = (uint32_t)( floor(double_fx_ticks_per_step) );
166 }
167
168 // Pause this stepper motor
169 void StepperMotor::pause()
170 {
171 this->paused = true;
172 this->update_exit_tick();
173 }
174
175 // Unpause this stepper motor
176 void StepperMotor::unpause()
177 {
178 this->paused = false;
179 this->update_exit_tick();
180 }
181
182
183 void StepperMotor::change_steps_per_mm(float new_steps)
184 {
185 steps_per_mm = new_steps;
186 last_milestone_steps = lround(last_milestone_mm * steps_per_mm);
187 current_position_steps = last_milestone_steps;
188 }
189
190 void StepperMotor::change_last_milestone(float new_milestone)
191 {
192 last_milestone_mm = new_milestone;
193 last_milestone_steps = lround(last_milestone_mm * steps_per_mm);
194 current_position_steps = last_milestone_steps;
195 }
196
197 int StepperMotor::steps_to_target(float target)
198 {
199 int target_steps = lround(target * steps_per_mm);
200 return target_steps - last_milestone_steps;
201 }