Motion: allow to query the buffer per-axis
We might want to schedule new moves while a single motor is moving. Allow to do that by introducing per-axis query functions. The main QueueEmpty() and Full() still function as before: - Call QueueEmpty() to wait for all moves to finish. - Use !Full() to know that a Plan() move will never be discarded.pull/47/head
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@ -86,13 +86,15 @@ public:
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/// clear stall guard flag reported on an axis
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void ClearStallGuardFlag(Axis axis);
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/// Enqueue a single axis move in steps starting and ending at zero speed with maximum feedrate
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/// Enqueue a single axis move in steps starting and ending at zero speed with maximum
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/// feedrate. Moves can only be enqueued if the axis is not Full().
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/// @param axis axis affected
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/// @param pos target position
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/// @param feedrate maximum feedrate
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void PlanMoveTo(Axis axis, pos_t pos, steps_t feedrate);
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/// Enqueue a single axis move in steps starting and ending at zero speed with maximum feedrate
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/// Enqueue a single axis move in steps starting and ending at zero speed with maximum
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/// feedrate. Moves can only be enqueued if the axis is not Full().
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/// @param axis axis affected
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/// @param delta relative to current position
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/// @param feedrate maximum feedrate
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@ -120,9 +122,25 @@ public:
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/// State machine doing all the planning and stepping preparation based on received commands
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void Step();
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/// @returns true if all planned moves have been finished
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/// @returns true if all planned moves have been finished for all axes
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bool QueueEmpty() const;
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/// @returns true if all planned moves have been finished for one axis
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/// @param axis requested
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bool QueueEmpty(Axis axis) const { return axisData[axis].ctrl.QueueEmpty(); }
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/// @returns false if new moves can still be planned for _any_ axis
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bool Full() const {
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for (uint8_t i = 0; i != NUM_AXIS; ++i)
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if (axisData[i].ctrl.Full())
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return true;
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return false;
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}
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/// @returns false if new moves can still be planned for one axis
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/// @param axis axis requested
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bool Full(Axis axis) const { return axisData[axis].ctrl.Full(); }
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/// stop whatever moves are being done
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void AbortPlannedMoves();
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