muele/red/src/jogger.rs

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2023-11-18 22:33:53 +01:00
use crate::printer::GcodeCommand;
use crate::{gamepad::Gamepad, printer::gcode::G0Command, printer::Printer};
use euclid::{vec3, Vector3D};
use futures::never::Never;
use std::sync::Arc;
use std::time::Duration;
/// Time that a single movement command should take
///
/// For a given GCode buffer size on the machine, we can assume
/// a maximum delay of `TIME_PER_MOVEMENT * BUFFER_COUNT`
const TIME_PER_MOVEMENT: Duration = Duration::from_millis(20);
/// Movement speed of gantry when going full throttle in x/y-direction
/// in units/min (mm/min)
const FULL_SCALE_SPEED_XY: f64 = 1000.0;
/// Movement speed of gantry when going full throttle in z-direction
/// in units/min (mm/min)
const FULL_SCALE_SPEED_Z: f64 = 10.0;
/// Should be mm on most machine including the Leapfrog
pub struct PrinterUnits;
pub type PrinterVec = Vector3D<f64, PrinterUnits>;
/// Jogging the gantry by pumping loads of gcode into the printer board
pub async fn jog(gamepad: Arc<Gamepad>, mut printer: Printer) -> Never {
loop {
let (setpoint_x, setpoint_y, setpoint_z) = gamepad.speed_setpoint();
let distance: PrinterVec = vec3(
(FULL_SCALE_SPEED_XY / 60.0) * TIME_PER_MOVEMENT.as_secs_f64() * (setpoint_x as f64),
(FULL_SCALE_SPEED_XY / 60.0) * TIME_PER_MOVEMENT.as_secs_f64() * (setpoint_y as f64),
(FULL_SCALE_SPEED_Z / 60.0) * TIME_PER_MOVEMENT.as_secs_f64() * (setpoint_z as f64),
);
let velocity = distance.length();
let command = G0Command {
x: distance.x.into(),
y: distance.y.into(),
z: distance.z.into(),
e: None,
velocity: velocity.into(),
};
// printer.send_gcode(Box::new(command)).await;
println!("{:?}", command.command());
std::thread::sleep(TIME_PER_MOVEMENT);
}
}