This repository has been archived on 2025-02-01. You can view files and clone it, but cannot push or open issues or pull requests.
reprapfirmware-dc42/DDA.cpp
David Crocker 7fb8f47424 Version 1.00h
Added almost instant pause functonality
Support pause and resume macros
Support nested macros
Support zpl's web interface
Merge in zpl's web interface and network changes
Add R parameter to M105 command for PanelDue
M98 can now run macros from any SD card folder
2015-02-11 22:50:34 +00:00

930 lines
29 KiB
C++

/*
* DDA.cpp
*
* Created on: 7 Dec 2014
* Author: David
*/
#include "RepRapFirmware.h"
DDA::DDA(DDA* n) : state(empty), next(n), prev(nullptr)
{
memset(ddm, 0, sizeof(ddm)); //DEBUG to clear stepError field
}
// Return the number of clocks this DDA still needs to execute.
// This could be slightly negative, if the move is overdue for completion.
int32_t DDA::GetTimeLeft() const
//pre(state == executing || state == frozen || state == completed)
{
return (state == completed) ? 0
: (state == executing) ? (int32_t)(moveStartTime + timeNeeded - Platform::GetInterruptClocks())
: (int32_t)timeNeeded;
}
void DDA::DebugPrintVector(const char *name, const float *vec, size_t len) const
{
debugPrintf("%s=", name);
for (size_t i = 0; i < len; ++i)
{
debugPrintf("%c%f", ((i == 0) ? '[' : ' '), vec[i]);
}
debugPrintf("]");
}
void DDA::DebugPrint() const
{
debugPrintf("DDA:");
if (endCoordinatesValid)
{
DebugPrintVector(" end", endCoordinates, AXES);
}
debugPrintf(" d=%f", totalDistance);
DebugPrintVector(" vec", directionVector, 5);
debugPrintf(" a=%f reqv=%f topv=%f startv=%f endv=%f\n"
"daccel=%f ddecel=%f fstep=%u\n",
acceleration, requestedSpeed, topSpeed, startSpeed, endSpeed,
accelDistance, decelDistance, firstStepTime);
// reprap.GetPlatform()->GetLine()->Flush();
ddm[0].DebugPrint('x', isDeltaMovement);
ddm[1].DebugPrint('y', isDeltaMovement);
ddm[2].DebugPrint('z', isDeltaMovement);
ddm[3].DebugPrint('1', false);
ddm[4].DebugPrint('2', false);
// reprap.GetPlatform()->GetLine()->Flush();
}
// This is called by Move to initialize all DDAs
void DDA::Init()
{
// Set the endpoints to zero, because Move asks for them.
// They will be wrong if we are on a delta. We take care of that when we process the M665 command in config.g.
for (size_t drive = 0; drive < DRIVES; ++drive)
{
endPoint[drive] = 0;
ddm[drive].stepError = false;
}
state = empty;
endCoordinatesValid = false;
}
// Set up a real move. Return true if it represents real movement, else false.
bool DDA::Init(const float nextMove[], EndstopChecks ce, bool doDeltaMapping, FilePosition fPos)
{
// 1. Compute the new endpoints and the movement vector
const int32_t *positionNow = prev->DriveCoordinates();
if (doDeltaMapping)
{
reprap.GetMove()->DeltaTransform(nextMove, endPoint); // transform the axis coordinates if on a delta printer
isDeltaMovement = (endPoint[X_AXIS] != positionNow[X_AXIS]) || (endPoint[Y_AXIS] != positionNow[Y_AXIS]) || (endPoint[Z_AXIS] != positionNow[Z_AXIS]);
}
else
{
isDeltaMovement = false;
}
bool realMove = false, xyMoving = false;
float accelerations[DRIVES];
const float *normalAccelerations = reprap.GetPlatform()->Accelerations();
for (size_t drive = 0; drive < DRIVES; drive++)
{
accelerations[drive] = normalAccelerations[drive];
if (drive >= AXES || !doDeltaMapping)
{
endPoint[drive] = Move::MotorEndPointToMachine(drive, nextMove[drive]);
}
int32_t delta;
if (drive < AXES)
{
endCoordinates[drive] = nextMove[drive]; // this will be wrong if we are doing a special move
delta = endPoint[drive] - positionNow[drive];
}
else
{
delta = endPoint[drive];
}
DriveMovement& dm = ddm[drive];
if (drive < AXES && isDeltaMovement)
{
directionVector[drive] = nextMove[drive] - prev->GetEndCoordinate(drive, false);
dm.moving = true; // on a delta printer, if one tower moves then we assume they all do
}
else
{
directionVector[drive] = (float)delta/reprap.GetPlatform()->DriveStepsPerUnit(drive);
dm.moving = (delta != 0);
}
if (dm.moving)
{
dm.totalSteps = labs(delta); // for now this is the number of net steps, but gets adjusted later if there is a reverse in direction
dm.direction = (delta >= 0); // for now this is the direction of net movement, but gets adjusted later if it is a delta movement
realMove = true;
if (drive < Z_AXIS)
{
xyMoving = true;
}
if (drive >= AXES && xyMoving)
{
float compensationTime = reprap.GetPlatform()->GetElasticComp(drive);
if (compensationTime > 0.0)
{
// Compensation causes instant velocity changes equal to acceleration * k, so we may need to limit the acceleration
accelerations[drive] = min<float>(accelerations[drive], reprap.GetPlatform()->ConfiguredInstantDv(drive)/compensationTime);
}
}
}
}
// 2. Throw it away if there's no real movement.
if (!realMove)
{
return false;
}
// 3. Store some values
endStopsToCheck = ce;
filePos = fPos;
// The end coordinates will be valid at the end of this move if it does not involve endstop checks and is not a special move on a delta printer
endCoordinatesValid = (ce == 0) && (doDeltaMapping || !reprap.GetMove()->IsDeltaMode());
// 4. Normalise the direction vector and compute the amount of motion.
// If there is any XYZ movement, then we normalise it so that the total XYZ movement has unit length.
// This means that the user gets the feed rate that he asked for. It also makes the delta calculations simpler.
if (xyMoving || ddm[Z_AXIS].moving)
{
totalDistance = Normalise(directionVector, DRIVES, AXES);
if (isDeltaMovement)
{
// The following are only needed when doing delta movements. We could defer computing them until Prepare(), which would make simulation faster.
a2plusb2 = fsquare(directionVector[X_AXIS]) + fsquare(directionVector[Y_AXIS]);
cKc = (int32_t)(directionVector[Z_AXIS] * DriveMovement::Kc);
const DeltaParameters& dparams = reprap.GetMove()->GetDeltaParams();
const float initialX = prev->GetEndCoordinate(X_AXIS, false);
const float initialY = prev->GetEndCoordinate(Y_AXIS, false);
const float diagonalSquared = fsquare(dparams.GetDiagonal());
const float a2b2D2 = a2plusb2 * diagonalSquared;
for (size_t drive = 0; drive < AXES; ++drive)
{
const float A = initialX - dparams.GetTowerX(drive);
const float B = initialY - dparams.GetTowerY(drive);
const float stepsPerMm = reprap.GetPlatform()->DriveStepsPerUnit(drive);
DriveMovement& dm = ddm[drive];
const float aAplusbB = A * directionVector[X_AXIS] + B * directionVector[Y_AXIS];
const float dSquaredMinusAsquaredMinusBsquared = diagonalSquared - fsquare(A) - fsquare(B);
float h0MinusZ0 = sqrtf(dSquaredMinusAsquaredMinusBsquared);
dm.mp.delta.hmz0sK = (int32_t)(h0MinusZ0 * stepsPerMm * DriveMovement::K2);
dm.mp.delta.minusAaPlusBbTimesKs = -(int32_t)(aAplusbB * stepsPerMm * DriveMovement::K2);
dm.mp.delta.dSquaredMinusAsquaredMinusBsquaredTimesKsquaredSsquared =
(int64_t)(dSquaredMinusAsquaredMinusBsquared * fsquare(stepsPerMm * DriveMovement::K2));
// Calculate the distance at which we need to reverse direction.
if (a2plusb2 <= 0.0)
{
// Pure Z movement. We can't use the main calculation because it divides by a2plusb2.
dm.direction = (directionVector[Z_AXIS] >= 0.0);
dm.mp.delta.reverseStartStep = dm.totalSteps + 1;
}
else
{
const float drev = ((directionVector[Z_AXIS] * sqrt(a2b2D2 - fsquare(A * directionVector[Y_AXIS] - B * directionVector[X_AXIS])))
- aAplusbB)/a2plusb2;
if (drev > 0.0 && drev < totalDistance) // if the reversal point is within range
{
// Calculate how many steps we need to move up before reversing
float hrev = directionVector[Z_AXIS] * drev + sqrt(dSquaredMinusAsquaredMinusBsquared - 2 * drev * aAplusbB - a2plusb2 * fsquare(drev));
int32_t numStepsUp = (int32_t)((hrev - h0MinusZ0) * stepsPerMm);
// We may be almost at the peak height already, in which case we don't really have a reversal.
// We must not set reverseStartStep to 1, because then we would set the direction when Prepare() calls CalcStepTime(), before the previous move finishes.
if (numStepsUp < 1 || (dm.direction && (uint32_t)numStepsUp <= dm.totalSteps))
{
dm.mp.delta.reverseStartStep = dm.totalSteps + 1;
}
else
{
dm.mp.delta.reverseStartStep = (uint32_t)numStepsUp + 1;
// Correct the initial direction and the total number of steps
if (dm.direction)
{
// Net movement is up, so we will go up a bit and then down by a lesser amount
dm.totalSteps = (2 * numStepsUp) - dm.totalSteps;
}
else
{
// Net movement is down, so we will go up first and then down by a greater amount
dm.direction = true;
dm.totalSteps = (2 * numStepsUp) + dm.totalSteps;
}
}
}
else
{
dm.mp.delta.reverseStartStep = dm.totalSteps + 1;
}
}
}
}
}
else
{
totalDistance = Normalise(directionVector, DRIVES, DRIVES);
}
// 5. Compute the maximum acceleration available and maximum top speed
float normalisedDirectionVector[DRIVES]; // Used to hold a unit-length vector in the direction of motion
memcpy(normalisedDirectionVector, directionVector, sizeof(normalisedDirectionVector));
Absolute(normalisedDirectionVector, DRIVES);
acceleration = VectorBoxIntersection(normalisedDirectionVector, accelerations, DRIVES);
// Set the speed to the smaller of the requested and maximum speed.
// Also enforce a minimum speed of 0.5mm/sec. We need a minimum speed to avoid overflow in the movement calculations.
requestedSpeed = max<float>(0.5, min<float>(nextMove[DRIVES], VectorBoxIntersection(normalisedDirectionVector, reprap.GetPlatform()->MaxFeedrates(), DRIVES)));
// On a Cartesian printer, it is OK to limit the X and Y speeds and accelerations independently, and in consequence to allow greater values
// for diagonal moves. On a delta, this is not OK and any movement in the XY plane should be limited to the X/Y axis values, which we assume to be equal.
if (isDeltaMovement)
{
const float xyFactor = sqrt(fsquare(normalisedDirectionVector[X_AXIS]) + fsquare(normalisedDirectionVector[X_AXIS]));
const float maxSpeed = reprap.GetPlatform()->MaxFeedrates()[X_AXIS];
if (requestedSpeed * xyFactor > maxSpeed)
{
requestedSpeed = maxSpeed/xyFactor;
}
const float maxAcceleration = normalAccelerations[X_AXIS];
if (acceleration * xyFactor > maxAcceleration)
{
acceleration = maxAcceleration/xyFactor;
}
}
// 6. Calculate the provisional accelerate and decelerate distances and the top speed
endSpeed = 0.0; // until the next move asks us to adjust it
if (prev->state != provisional)
{
// There is no previous move that we can adjust, so this move must start at zero speed.
startSpeed = 0.0;
}
else
{
// Try to meld this move to the previous move to avoid stop/start
// Assuming that this move ends with zero speed, calculate the maximum possible starting speed: u^2 = v^2 - 2as
float maxStartSpeed = sqrtf(acceleration * totalDistance * 2.0);
prev->targetNextSpeed = min<float>(maxStartSpeed, requestedSpeed);
DoLookahead(prev);
startSpeed = prev->targetNextSpeed;
}
RecalculateMove();
state = provisional;
return true;
}
float DDA::GetMotorPosition(size_t drive) const
{
return Move::MotorEndpointToPosition(endPoint[drive], drive);
}
void DDA::DoLookahead(DDA *laDDA)
//pre(state == provisional)
{
// if (reprap.Debug(moduleDda)) debugPrintf("Adjusting, %f\n", laDDA->targetNextSpeed);
unsigned int laDepth = 0;
bool goingUp = true;
for(;;) // this loop is used to nest lookahead without making recursive calls
{
bool recurse = false;
if (goingUp)
{
// We have been asked to adjust the end speed of this move to targetStartSpeed
if (laDDA->topSpeed == laDDA->requestedSpeed)
{
// This move already reaches its top speed, so just need to adjust the deceleration part
laDDA->endSpeed = laDDA->requestedSpeed;
laDDA->CalcNewSpeeds();
}
else if (laDDA->decelDistance == laDDA->totalDistance && laDDA->prev->state == provisional)
{
// This move doesn't reach its requested speed, so we may have to adjust the previous move as well to get optimum behaviour
laDDA->endSpeed = laDDA->requestedSpeed;
laDDA->CalcNewSpeeds();
laDDA->prev->targetNextSpeed = min<float>(sqrtf((laDDA->endSpeed * laDDA->endSpeed) + (2 * laDDA->acceleration * laDDA->totalDistance)), laDDA->requestedSpeed);
recurse = true;
}
else
{
// This move doesn't reach its requested speed, but we can't adjust the previous one
laDDA->endSpeed = min<float>(sqrtf((laDDA->startSpeed * laDDA->startSpeed) + (2 * laDDA->acceleration * laDDA->totalDistance)), laDDA->requestedSpeed);
laDDA->CalcNewSpeeds();
}
}
else
{
laDDA->startSpeed = laDDA->prev->targetNextSpeed;
float maxEndSpeed = sqrtf((laDDA->startSpeed * laDDA->startSpeed) + (2 * laDDA->acceleration * laDDA->totalDistance));
if (maxEndSpeed < laDDA->endSpeed)
{
// Oh dear, we were too optimistic! Have another go.
laDDA->endSpeed = maxEndSpeed;
laDDA->CalcNewSpeeds();
}
}
if (recurse)
{
laDDA = laDDA->prev;
++laDepth;
if (reprap.Debug(moduleDda)) debugPrintf("Recursion start %u\n", laDepth);
}
else
{
laDDA->RecalculateMove();
if (laDepth == 0)
{
// if (reprap.Debug(moduleDda)) debugPrintf("Complete, %f\n", laDDA->targetNextSpeed);
return;
}
laDDA = laDDA->next;
--laDepth;
goingUp = false;
}
}
}
// Recalculate the top speed, acceleration distance and deceleration distance, and whether we can pause after this move
void DDA::RecalculateMove()
{
accelDistance = ((requestedSpeed * requestedSpeed) - (startSpeed * startSpeed))/(2.0 * acceleration);
decelDistance = ((requestedSpeed * requestedSpeed) - (endSpeed * endSpeed))/(2.0 * acceleration);
if (accelDistance + decelDistance >= totalDistance)
{
// It's an accelerate-decelerate move. If V is the peak speed, then (V^2 - u^2)/2a + (V^2 - v^2)/2a = distance.
// So (2V^2 - u^2 - v^2)/2a = distance
// So V^2 = a * distance + 0.5(u^2 + v^2)
float vsquared = (acceleration * totalDistance) + 0.5 * ((startSpeed * startSpeed) + (endSpeed * endSpeed));
// Calculate accelerate distance from: V^2 = u^2 + 2as
if (vsquared >= 0.0)
{
accelDistance = max<float>((vsquared - (startSpeed * startSpeed))/(2.0 * acceleration), 0.0);
decelDistance = totalDistance - accelDistance;
topSpeed = sqrtf(vsquared);
}
else if (startSpeed < endSpeed)
{
// This would ideally never happen, but might because of rounding errors
accelDistance = totalDistance;
decelDistance = 0.0;
topSpeed = endSpeed;
}
else
{
// This would ideally never happen, but might because of rounding errors
accelDistance = 0.0;
decelDistance = totalDistance;
topSpeed = startSpeed;
}
}
else
{
topSpeed = requestedSpeed;
}
canPause = (endStopsToCheck == 0);
if (canPause && endSpeed != 0.0)
{
const Platform *p = reprap.GetPlatform();
for (size_t drive = 0; drive < DRIVES; ++drive)
{
if (ddm[drive].moving && endSpeed * fabs(directionVector[drive]) > p->ActualInstantDv(drive))
{
canPause = false;
break;
}
}
}
}
void DDA::CalcNewSpeeds()
{
// Decide what speed we would really like to start at. There are several possibilities:
// 1. If the top speed is already the requested speed, use the requested speed.
// 2. Else if this is a deceleration-only move and the previous move is not frozen, we may be able to increase the start speed,
// so use the requested speed again.
// 3. Else the start speed must be pinned, so use the lower of the maximum speed we can accelerate to and the requested speed.
// We may have to make multiple passes, because reducing one of the speeds may solve some problems but actually make matters worse on another axis.
bool limited;
do
{
// debugPrintf(" Pass, start=%f end=%f\n", targetStartSpeed, endSpeed);
limited = false;
for (size_t drive = 0; drive < DRIVES; ++drive)
{
const float thisMoveFraction = directionVector[drive];
const float nextMoveFraction = next->directionVector[drive];
const DriveMovement& thisMoveDm = ddm[drive];
const DriveMovement& nextMoveDm = next->ddm[drive];
if (thisMoveDm.moving || nextMoveDm.moving)
{
float thisMoveSpeed = endSpeed * thisMoveFraction;
float nextMoveSpeed = targetNextSpeed * nextMoveFraction;
float idealDeltaV = fabsf(thisMoveSpeed - nextMoveSpeed);
float maxDeltaV = reprap.GetPlatform()->ActualInstantDv(drive);
if (idealDeltaV > maxDeltaV)
{
// This drive can't change speed fast enough, so reduce the start and/or end speeds
// This algorithm sometimes converges very slowly, requiring many passes.
// To ensure it converges at all, and to speed up convergence, we over-adjust the speed to achieve an even lower deltaV.
maxDeltaV *= 0.8;
if ((thisMoveFraction >= 0.0) == (nextMoveFraction >= 0.0))
{
// Drives moving in the same direction, so we must reduce the faster one
if (fabsf(thisMoveSpeed) > fabsf(nextMoveSpeed))
{
endSpeed = fabsf((nextMoveSpeed) + maxDeltaV)/fabsf(thisMoveFraction);
}
else
{
targetNextSpeed = (fabsf(thisMoveSpeed) + maxDeltaV)/fabsf(nextMoveFraction);
}
}
else if (fabsf(thisMoveSpeed) * 2 < maxDeltaV)
{
targetNextSpeed = (maxDeltaV - fabsf(thisMoveSpeed))/fabsf(nextMoveFraction);
}
else if (fabsf(nextMoveSpeed) * 2 < maxDeltaV)
{
endSpeed = (maxDeltaV - fabsf(nextMoveSpeed))/fabsf(thisMoveFraction);
}
else
{
targetNextSpeed = maxDeltaV/(2 * fabsf(nextMoveFraction));
endSpeed = maxDeltaV/(2 * fabsf(thisMoveFraction));
}
limited = true;
// Most conflicts are between X and Y. So if we just did Y, start another pass immediately to save time.
if (drive == 1)
{
break;
}
}
}
}
} while (limited);
}
// This is called by Move::CurrentMoveCompleted to update the live coordinates from the move that has just finished
bool DDA::FetchEndPosition(volatile int32_t ep[DRIVES], volatile float endCoords[AXES])
{
for (size_t drive = 0; drive < DRIVES; ++drive)
{
ep[drive] = endPoint[drive];
}
if (endCoordinatesValid)
{
for (size_t axis = 0; axis < AXES; ++axis)
{
endCoords[axis] = endCoordinates[axis];
}
}
return endCoordinatesValid;
}
void DDA::SetPositions(const float move[DRIVES])
{
reprap.GetMove()->EndPointToMachine(move, endPoint, DRIVES);
for (size_t axis = 0; axis < AXES; ++axis)
{
endCoordinates[axis] = move[axis];
}
endCoordinatesValid = true;
}
// Get a Cartesian end coordinate from this move
float DDA::GetEndCoordinate(size_t drive, bool disableDeltaMapping)
//pre(drive < AXES)
{
if (disableDeltaMapping)
{
return Move::MotorEndpointToPosition(endPoint[drive], drive);
}
else
{
if (drive < AXES && !endCoordinatesValid)
{
reprap.GetMove()->MachineToEndPoint(endPoint, endCoordinates, AXES);
endCoordinatesValid = true;
}
return endCoordinates[drive];
}
}
// Calculate the time needed for this move. Called instead of Prepare when we are in simulation mode.
float DDA::CalcTime() const
{
return (topSpeed - startSpeed)/acceleration // acceleration time
+ (totalDistance - accelDistance - decelDistance)/topSpeed // steady speed time
+ (topSpeed - endSpeed)/acceleration;
}
// Prepare this DDA for execution
void DDA::Prepare()
{
//debugPrintf("Prep\n");
//reprap.GetPlatform()->GetLine()->Flush();
PrepParams params;
params.decelStartDistance = totalDistance - decelDistance;
// Convert the accelerate/decelerate distances to times
float accelStopTime = (topSpeed - startSpeed)/acceleration;
float decelStartTime = accelStopTime + (params.decelStartDistance - accelDistance)/topSpeed;
float totalTime = decelStartTime + (topSpeed - endSpeed)/acceleration;
timeNeeded = (uint32_t)(totalTime * stepClockRate);
params.startSpeedTimesCdivA = (uint32_t)((startSpeed * stepClockRate)/acceleration);
params.topSpeedTimesCdivA = (uint32_t)((topSpeed * stepClockRate)/acceleration);
params.decelStartClocks = decelStartTime * stepClockRate;
params.topSpeedTimesCdivAPlusDecelStartClocks = params.topSpeedTimesCdivA + params.decelStartClocks;
params.accelClocksMinusAccelDistanceTimesCdivTopSpeed = (uint32_t)((accelStopTime - (accelDistance/topSpeed)) * stepClockRate);
params.compFactor = 1.0 - startSpeed/topSpeed;
firstStepTime = DriveMovement::NoStepTime;
for (size_t drive = 0; drive < DRIVES; ++drive)
{
DriveMovement& dm = ddm[drive];
if (dm.moving)
{
if (drive >= AXES)
{
dm.PrepareExtruder(*this, params, drive);
// Check for sensible values, print them if they look dubious
if (reprap.Debug(moduleDda)
&& ( dm.totalSteps > 1000000
|| dm.mp.cart.reverseStartStep < dm.mp.cart.decelStartStep
|| (dm.mp.cart.reverseStartStep <= dm.totalSteps
&& dm.mp.cart.fourMaxStepDistanceMinusTwoDistanceToStopTimesCsquaredDivA > (int64_t)(dm.mp.cart.twoCsquaredTimesMmPerStepDivA * dm.mp.cart.reverseStartStep))
)
)
{
DebugPrint();
reprap.GetPlatform()->GetLine()->Flush();
}
}
else if (isDeltaMovement)
{
dm.PrepareDeltaAxis(*this, params, drive);
// Check for sensible values, print them if they look dubious
if (reprap.Debug(moduleDda) && dm.totalSteps > 1000000)
{
DebugPrint();
reprap.GetPlatform()->GetLine()->Flush();
}
}
else
{
dm.PrepareCartesianAxis(*this, params, drive);
// Check for sensible values, print them if they look dubious
if (reprap.Debug(moduleDda) && dm.totalSteps > 1000000)
{
DebugPrint();
reprap.GetPlatform()->GetLine()->Flush();
}
}
// Prepare for the first step
dm.nextStep = 0;
dm.nextStepTime = 0;
dm.stepError = false; // clear any previous step error before we call CalcNextStep
uint32_t st = (isDeltaMovement && drive < AXES) ? dm.CalcNextStepTimeDelta(*this, drive) : dm.CalcNextStepTimeCartesian(drive);
if (st < firstStepTime)
{
firstStepTime = st;
}
}
}
if (reprap.Debug(moduleDda) && reprap.Debug(moduleMove)) // temp show the prepared DDA if debug enabled for both modules
{
DebugPrint();
reprap.GetPlatform()->GetLine()->Flush();
}
//debugPrintf("Done\n");
//reprap.GetPlatform()->GetLine()->Flush();
state = frozen; // must do this last so that the ISR doesn't start executing it before we have finished setting it up
}
// The remaining functions are speed-critical, so use full optimisation
#pragma GCC optimize ("O3")
// Start executing the move, returning true if Step() needs to be called immediately. Must be called with interrupts disabled, to avoid a race condition.
bool DDA::Start(uint32_t tim)
//pre(state == frozen)
{
moveStartTime = tim;
state = executing;
if (firstStepTime == DriveMovement::NoStepTime)
{
// No steps are pending. This should not happen!
state = completed;
return false;
}
else
{
for (size_t i = 0; i < DRIVES; ++i)
{
DriveMovement& dm = ddm[i];
if (dm.moving)
{
reprap.GetPlatform()->SetDirection(i, dm.direction, true);
}
}
return reprap.GetPlatform()->ScheduleInterrupt(firstStepTime + moveStartTime);
}
}
extern uint32_t maxReps;
// This is called by the interrupt service routine to execute steps.
// It returns true if it needs to be called again with the DDA of the next move, otherwise false.
bool DDA::Step()
{
if (state != executing)
{
return false;
}
bool repeat;
uint32_t numReps = 0;
do
{
++numReps;
if (numReps > maxReps)
{
maxReps = numReps;
}
uint32_t now = Platform::GetInterruptClocks() - moveStartTime; // how long since the move started
if ((endStopsToCheck & ZProbeActive) != 0) // if the Z probe is enabled in this move
{
// Check whether the Z probe has been triggered. On a delta at least, this must be done separately from endstop checks,
// because we have both a high endstop and a Z probe, and the Z motor is not the same thing as the Z axis.
switch (reprap.GetPlatform()->GetZProbeResult())
{
case lowHit:
MoveAborted(now); // set the state to completed and recalculate the endpoints
reprap.GetMove()->ZProbeTriggered(this);
break;
case lowNear:
ReduceHomingSpeed(reprap.GetPlatform()->ConfiguredInstantDv(Z_AXIS));
break;
default:
break;
}
}
uint32_t nextInterruptTime = DriveMovement::NoStepTime;
if (state != completed)
{
for (size_t drive = 0; drive < DRIVES; ++drive)
{
DriveMovement& dm = ddm[drive];
if (dm.moving && !dm.stepError)
{
// Hit anything?
if ((endStopsToCheck & (1 << drive)) != 0)
{
switch(reprap.GetPlatform()->Stopped(drive))
{
case lowHit:
endStopsToCheck &= ~(1 << drive); // clear this check so that we can check for more
if (endStopsToCheck == 0) // if no more endstops to check
{
MoveAborted(now);
}
else
{
StopDrive(drive);
}
reprap.GetMove()->HitLowStop(drive, this);
break;
case highHit:
endStopsToCheck &= ~(1 << drive); // clear this check so that we can check for more
if (endStopsToCheck == 0) // if no more endstops to check
{
MoveAborted(now);
}
else
{
StopDrive(drive);
}
reprap.GetMove()->HitHighStop(drive, this);
break;
case lowNear:
// Only reduce homing speed if there are no more axes to be homed.
// This allows us to home X and Y simultaneously.
if (endStopsToCheck == (1 << drive))
{
ReduceHomingSpeed(reprap.GetPlatform()->ConfiguredInstantDv(drive));
}
break;
default:
break;
}
}
uint32_t st0 = dm.nextStepTime;
if (now + minInterruptInterval >= st0)
{
reprap.GetPlatform()->StepHigh(drive);
uint32_t st1 = (isDeltaMovement && drive < AXES) ? dm.CalcNextStepTimeDelta(*this, drive) : dm.CalcNextStepTimeCartesian(drive);
if (st1 < nextInterruptTime)
{
nextInterruptTime = st1;
}
reprap.GetPlatform()->StepLow(drive);
//uint32_t t3 = Platform::GetInterruptClocks() - t2;
//if (t3 > maxCalcTime) maxCalcTime = t3;
//if (t3 < minCalcTime) minCalcTime = t3;
}
else if (st0 < nextInterruptTime)
{
nextInterruptTime = st0;
}
}
}
}
if (nextInterruptTime == DriveMovement::NoStepTime)
{
state = completed;
}
if (state == completed)
{
uint32_t finishTime = Platform::GetInterruptClocks();
Move *move = reprap.GetMove();
move->CurrentMoveCompleted(); // tell Move that the current move is complete
return move->StartNextMove(finishTime); // schedule the next move
}
repeat = reprap.GetPlatform()->ScheduleInterrupt(nextInterruptTime + moveStartTime);
} while (repeat);
return false;
}
// Stop a drive and re-calculate the corresponding endpoint
void DDA::StopDrive(size_t drive)
{
DriveMovement& dm = ddm[drive];
if (dm.moving)
{
int32_t stepsLeft = dm.totalSteps - dm.nextStep;
if (dm.direction)
{
endPoint[drive] -= stepsLeft; // we were going forwards
}
else
{
endPoint[drive] += stepsLeft; // we were going backwards
}
dm.moving = false;
endCoordinatesValid = false; // the XYZ position is no longer valid
}
}
// This is called when we abort a move because we have hit an endstop.
// It adjusts the end points of the current move to account for how far through the move we got.
void DDA::MoveAborted(uint32_t clocksFromStart)
{
for (size_t drive = 0; drive < AXES; ++drive)
{
StopDrive(drive);
}
state = completed;
}
// Reduce the speed of this move to the indicated speed.
// This is called from the ISR, so interrupts are disabled and nothing else can mess with us.
// As this is only called for homing moves and with very low speeds, we assume that we don't need acceleration or deceleration phases.
void DDA::ReduceHomingSpeed(float newSpeed)
{
if (newSpeed < topSpeed)
{
const float factor = topSpeed/newSpeed; // the factor by which we are reducing the speed
topSpeed = newSpeed;
for (size_t drive = 0; drive < DRIVES; ++drive)
{
DriveMovement& dm = ddm[drive];
if (dm.moving)
{
dm.ReduceSpeed(*this, factor);
}
}
}
}
void DDA::PrintIfHasStepError()
{
bool printed = false;
for (size_t drive = 0; drive < DRIVES; ++drive)
{
if (ddm[drive].stepError)
{
if (!printed)
{
DebugPrint();
printed = true;
}
ddm[drive].stepError = false;
}
}
}
// Take a unit positive-hyperquadrant vector, and return the factor needed to obtain
// length of the vector as projected to touch box[].
float DDA::VectorBoxIntersection(const float v[], const float box[], size_t dimensions)
{
// Generate a vector length that is guaranteed to exceed the size of the box
float biggerThanBoxDiagonal = 2.0*Magnitude(box, dimensions);
float magnitude = biggerThanBoxDiagonal;
for (size_t d = 0; d < dimensions; d++)
{
if (biggerThanBoxDiagonal*v[d] > box[d])
{
float a = box[d]/v[d];
if (a < magnitude)
{
magnitude = a;
}
}
}
return magnitude;
}
// Normalise a vector with dim1 dimensions so that it is unit in the first dim2 dimensions, and also return its previous magnitude in dim2 dimensions
float DDA::Normalise(float v[], size_t dim1, size_t dim2)
{
float magnitude = Magnitude(v, dim2);
if (magnitude <= 0.0)
{
return 0.0;
}
Scale(v, 1.0/magnitude, dim1);
return magnitude;
}
// Return the magnitude of a vector
float DDA::Magnitude(const float v[], size_t dimensions)
{
float magnitude = 0.0;
for (size_t d = 0; d < dimensions; d++)
{
magnitude += v[d]*v[d];
}
magnitude = sqrtf(magnitude);
return magnitude;
}
// Multiply a vector by a scalar
void DDA::Scale(float v[], float scale, size_t dimensions)
{
for(size_t d = 0; d < dimensions; d++)
{
v[d] = scale*v[d];
}
}
// Move a vector into the positive hyperquadrant
void DDA::Absolute(float v[], size_t dimensions)
{
for(size_t d = 0; d < dimensions; d++)
{
v[d] = fabsf(v[d]);
}
}
// End