/**************************************************************************************************** RepRapFirmware - Move This is all the code to deal with movement and kinematics. ----------------------------------------------------------------------------------------------------- Version 0.1 18 November 2012 Adrian Bowyer RepRap Professional Ltd http://reprappro.com Licence: GPL ****************************************************************************************************/ #ifndef MOVE_H #define MOVE_H #define BUFFER_LENGTH 10 class DDA { public: DDA(Move* m, Platform* p); boolean Init(float currentPosition[], float targetPosition[], float& u, float& v); void Start(boolean noTest); void Step(boolean noTest); boolean Active(); boolean VelocitiesAltered(); private: Move* move; Platform* platform; long counter[DRIVES+1]; long delta[DRIVES+1]; boolean directions[DRIVES+1]; long totalSteps; long stepCount; float timeStep; float velocity; long stopAStep; long startDStep; float distance; float dCross; float acceleration; float jerk; boolean velocitiesAltered; volatile boolean active; }; class Move { public: Move(Platform* p, GCodes* g); void Init(); void Spin(); void Exit(); void Qmove(); void GetCurrentState(float m[]); void Interrupt(); friend class DDA; private: Platform* platform; GCodes* gCodes; DDA* dda; unsigned long lastTime; boolean active; float currentFeedrate; float currentPosition[AXES]; // Note - drives above AXES are always relative moves float nextMove[DRIVES + 1]; // Extra is for feedrate float stepDistances[(1< dx, dy, dz <- msb float extruderStepDistances[(1<<(DRIVES-AXES))]; // NB - limits us to 5 extruders }; inline boolean DDA::Active() { return active; } inline boolean DDA::VelocitiesAltered() { return velocitiesAltered; } inline void Move::Interrupt() { dda->Step(true); } #endif