示例#1
0
        /// <summary>
        /// Uses the Bresenham's Algorithm to coordinate 3 axis of stepper movements to create a straight 3D line segment, using
        /// the supplied Destination coordinates relative to a start vector of <0,0,0>. delay is the number of milliseconds between step pulses.
        /// </summary>
        public void PathToLinear(int destinationX, int destinationY, int destinationZ, int delay, out string errorMessage)
        {
            errorMessage = "";

            int x = 0;
            int y = 0;
            int z = 0;

            int deltaX = System.Math.Abs(destinationX);
            int deltaY = System.Math.Abs(destinationY);
            int deltaZ = System.Math.Abs(destinationZ);

            int stepX;
            int stepY;
            int stepZ;

            // Set X Direction
            if (destinationX > 0)
            {
                stepX = 1;
                AxisX.StepDirection = true;
            }
            else
            {
                stepX = -1;
                AxisX.StepDirection = false;
            }

            // Set Y Direction
            if (destinationY > 0)
            {
                stepY = 1;
                AxisY.StepDirection = true;
            }
            else
            {
                stepY = -1;
                AxisY.StepDirection = false;
            }

            // Set Z Direction
            if (destinationZ > 0)
            {
                stepZ = 1;
                AxisZ.StepDirection = true;
            }
            else
            {
                stepZ = -1;
                AxisZ.StepDirection = false;
            }

            // Keep track of the progressive error that accumulates with each step on the major axis to adjust along the way
            int errorXY = deltaX - deltaY;
            int errorXZ = deltaX - deltaZ;
            int errorYZ = deltaY - deltaZ;

            while (x != destinationX || y != destinationY || z != destinationZ)
            {
                if (Program.MotionInterrupt)
                {
                    if (!Program.Paused)
                    {
                        errorMessage = GetEStopErrorMessage();
                        return;
                    }
                }

                int offsetXY = errorXY * 2;
                int offsetXZ = errorXZ * 2;
                int offsetYZ = errorYZ * 2;

                // Step X?
                if (offsetXY > -deltaY && offsetXZ > -deltaZ)
                {
                    errorXY -= deltaY;
                    errorXZ -= deltaZ;
                    x       += stepX;
                    AxisX.Step();
                }

                // Step Y?
                if (offsetXY < deltaX && offsetYZ > -deltaZ)
                {
                    errorXY += deltaX;
                    errorYZ -= deltaZ;
                    y       += stepY;
                    AxisY.Step();
                }

                // Step Z?
                if (offsetXZ < deltaX && offsetYZ < deltaY)
                {
                    errorXZ += deltaX;
                    errorYZ += deltaY;
                    z       += stepZ;
                    AxisZ.Step();
                }

                DelayBy(delay);
            }
        }
示例#2
0
        /// <summary>
        /// Finds the minimum limit switches for all 3 Axes
        /// </summary>
        public void FindHome(int delayRapid, int delaySlow, bool findX, bool findY, bool findZ)
        {
            bool wasIgnoringLimits = IgnoreLimitSwitches;

            IgnoreLimitSwitches = false;

            AxisX.StepDirection = false;
            AxisY.StepDirection = false;
            AxisZ.StepDirection = false;

            bool xSeeking = findX;
            bool ySeeking = findY;
            bool zSeeking = findZ;

            // --- STEP 1 - Rapid to home (All minimum limit switches)
            while (xSeeking || ySeeking || zSeeking)
            {
                if (Program.EStopCondition)
                {
                    return;
                }

                xSeeking = xSeeking && AxisX.LimitReached != Axis.LimitSwitch.Min && AxisX.LimitReached != Axis.LimitSwitch.Unknown;
                ySeeking = ySeeking && AxisY.LimitReached != Axis.LimitSwitch.Min && AxisY.LimitReached != Axis.LimitSwitch.Unknown;
                zSeeking = zSeeking && AxisZ.LimitReached != Axis.LimitSwitch.Min && AxisZ.LimitReached != Axis.LimitSwitch.Unknown;

                if (xSeeking)
                {
                    AxisX.Step();
                }
                if (ySeeking)
                {
                    AxisY.Step();
                }
                if (zSeeking)
                {
                    AxisZ.Step();
                }

                DelayBy(delayRapid);
            }

            // --- STEP 2 - After a pause, slowly move each axis back off until the switches are opened
            AxisX.StepDirection = true;
            AxisY.StepDirection = true;
            AxisZ.StepDirection = true;

            xSeeking = findX;
            ySeeking = findY;
            zSeeking = findZ;

            Thread.Sleep(500);

            while (xSeeking || ySeeking || zSeeking)
            {
                if (Program.EStopCondition)
                {
                    return;
                }

                xSeeking = xSeeking && !AxisX.ResetLimitReached();
                ySeeking = ySeeking && !AxisY.ResetLimitReached();
                zSeeking = zSeeking && !AxisZ.ResetLimitReached();

                if (xSeeking)
                {
                    AxisX.Step();
                }
                if (ySeeking)
                {
                    AxisY.Step();
                }
                if (zSeeking)
                {
                    AxisZ.Step();
                }

                DelayBy(delaySlow);
            }

            IgnoreLimitSwitches = wasIgnoringLimits;
        }
示例#3
0
        /// <summary>
        /// Destination coordinates are relative microsteps. delay is supplied as milliseconds to delay between steps.
        /// </summary>
        public void GotoNonLinear(int destinationX, int destinationY, int destinationZ, int delay, out string errorMessage)
        {
            errorMessage = "";

            int x = 0;
            int y = 0;
            int z = 0;

            int stepX;
            int stepY;
            int stepZ;

            // Set X Direction
            if (destinationX > 0)
            {
                stepX = 1;
                AxisX.StepDirection = true;
            }
            else
            {
                stepX = -1;
                AxisX.StepDirection = false;
            }

            // Set Y Direction
            if (destinationY > 0)
            {
                stepY = 1;
                AxisY.StepDirection = true;
            }
            else
            {
                stepY = -1;
                AxisY.StepDirection = false;
            }

            // Set Z Direction
            if (destinationZ > 0)
            {
                stepZ = 1;
                AxisZ.StepDirection = true;
            }
            else
            {
                stepZ = -1;
                AxisZ.StepDirection = false;
            }

            while (x != destinationX || y != destinationY || z != destinationZ)
            {
                if (Program.MotionInterrupt)
                {
                    if (!Program.Paused)
                    {
                        errorMessage = GetEStopErrorMessage();
                        return;
                    }
                }

                // Step X?
                if (x != destinationX)
                {
                    x += stepX;
                    AxisX.Step();
                }

                // Step Y?
                if (y != destinationY)
                {
                    y += stepY;
                    AxisY.Step();
                }

                // Step Z?
                if (z != destinationZ)
                {
                    z += stepZ;
                    AxisZ.Step();
                }
                DelayBy(delay);
            }
        }