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| ==Component Source Code== | | ==Component Source Code== |
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| Please click here to download the component source project: [https://www.flowcode.co.uk/wikicopy/componentsource/FC_Comp_Source_Stepper_Motor_Base.fcfx FC_Comp_Source_Stepper_Motor_Base.fcfx] | | Please click here to download the component source project: [https://www.flowcode.co.uk/wiki/componentsource/FC_Comp_Source_Stepper_Motor_Base.fcfx FC_Comp_Source_Stepper_Motor_Base.fcfx] |
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| Please click here to view the component source code (Beta): [https://www.flowcode.co.uk/FlowchartView/?wfile=componentsource/FC_Comp_Source_Stepper_Motor_Base.fcfx FC_Comp_Source_Stepper_Motor_Base.fcfx] | | Please click here to view the component source code (Beta): [https://www.flowcode.co.uk/FlowchartView/?wfile=componentsource/FC_Comp_Source_Stepper_Motor_Base.fcfx FC_Comp_Source_Stepper_Motor_Base.fcfx] |
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| ==Detailed description== | | ==Detailed description== |
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| ==Examples== | | ==Examples== |
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| ==Macro reference== | | ==Macro reference== |
| | |
| | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" |
| | |- |
| | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] |
| | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''IncrementStep''' |
| | |- |
| | | colspan="2" | Move the motor forward by one step. |
| | |- |
| | |- |
| | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID |
| | | width="90%" style="border-top: 2px solid #000;" | ''Return'' |
| | |} |
| | |
| | |
| | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" |
| | |- |
| | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] |
| | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''SetTarget''' |
| | |- |
| | | colspan="2" | Assign a panel object to be moved by the motor. Once linked, the object will respond to the 'Motor Simulation' properties, and it will be moved whenever the motor is stepped. |
| | |- |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-h32-icon.png]] - HANDLE |
| | | width="90%" | target |
| | |- |
| | | colspan="2" | An object to be moved by the motor. |
| | |- |
| | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID |
| | | width="90%" style="border-top: 2px solid #000;" | ''Return'' |
| | |} |
| | |
| | |
| | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" |
| | |- |
| | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] |
| | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''DecrementStep''' |
| | |- |
| | | colspan="2" | Move the motor backwards by one step. |
| | |- |
| | |- |
| | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID |
| | | width="90%" style="border-top: 2px solid #000;" | ''Return'' |
| | |} |
| | |
| | |
| | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" |
| | |- |
| | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] |
| | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''EnableMotor''' |
| | |- |
| | | colspan="2" | Turn on the motor. This must be done before it will respond to any other macros. |
| | |- |
| | |- |
| | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID |
| | | width="90%" style="border-top: 2px solid #000;" | ''Return'' |
| | |} |
| | |
| | |
| | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" |
| | |- |
| | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] |
| | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''DisableMotor''' |
| | |- |
| | | colspan="2" | Turn off the motor. It will no longer respond to any other macros. |
| | |- |
| | |- |
| | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID |
| | | width="90%" style="border-top: 2px solid #000;" | ''Return'' |
| | |} |
| | |
| | |
| | |
| | |
| | ==Property reference== |
| | |
| | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" |
| | |- |
| | | width="10%" align="center" style="background-color:#D8C9D8;" | [[File:Fc9-prop-icon.png]] |
| | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''Properties''' |
| | |- |
| | |- |
| | | width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]] |
| | | width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Connections |
| | |- |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-16-icon.png]] |
| | | width="90%" | Driver |
| | |- |
| | | colspan="2" | |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-5-icon.png]] |
| | | width="90%" | Coil 1 |
| | |- |
| | | colspan="2" | Chip pin to which the first motor coil is connected. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-5-icon.png]] |
| | | width="90%" | Coil 2 |
| | |- |
| | | colspan="2" | Chip pin to which the second motor coil is connected. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-5-icon.png]] |
| | | width="90%" | Coil 3 |
| | |- |
| | | colspan="2" | Chip pin to which the third motor coil is connected. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-5-icon.png]] |
| | | width="90%" | Coil 4 |
| | |- |
| | | colspan="2" | Chip pin to which the fourth motor coil is connected. |
| | |- |
| | | width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]] |
| | | width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Motor Setup |
| | |- |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-16-icon.png]] |
| | | width="90%" | Winding Type |
| | |- |
| | | colspan="2" | The polarity settings of the motor windings. Refer to the data-sheet for your chosen hardware to determine this value. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-16-icon.png]] |
| | | width="90%" | Step Type |
| | |- |
| | | colspan="2" | Trade accuracy against torque by changing the type of stepping. Refer to the data-sheet for your chosen hardware to determine which modes your device supports. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-14-icon.png]] |
| | | width="90%" | Steps Per Revolution |
| | |- |
| | | colspan="2" | The number of steps it takes for the motor shaft to turn a full circle (360 degrees). Refer to the data-sheet for your chosen hardware to determine this value. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-15-icon.png]] |
| | | width="90%" | Angle Increment |
| | |- |
| | | colspan="2" | Amount of change in the shaft angle when the IncrementStep / DecrementStep functions are called. |
| | |- |
| | | width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]] |
| | | width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Motor Simulation |
| | |- |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-17-icon.png]] |
| | | width="90%" | Rotating Part |
| | |- |
| | | colspan="2" | Select a panel object here that will represent the moving part of the motor - for example, an output shaft or actuator. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-17-icon.png]] |
| | | width="90%" | Rotation Centre |
| | |- |
| | | colspan="2" | Select a panel object to be the centre of rotation of the 'Rotating Part'. If non is chosen, the 'Rotating Part' will revove around its own axes. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-16-icon.png]] |
| | | width="90%" | Rotate Around |
| | |- |
| | | colspan="2" | The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate. |
| | |- |
| | | width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]] |
| | | width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Coil Simulation |
| | |- |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-7-icon.png]] |
| | | width="90%" | Waveforms |
| | |- |
| | | colspan="2" | Allows waveforms to be auto generated on the data recorder window. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-7-icon.png]] |
| | | width="90%" | Coil Simulation |
| | |- |
| | | colspan="2" | Turn coil simulation on and off. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-17-icon.png]] |
| | | width="90%" | Coil 1 |
| | |- |
| | | colspan="2" | Choose a panel object to represent the first coil. The simulation will automatically change this object's color to visualise when it is energised. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-17-icon.png]] |
| | | width="90%" | Coil 2 |
| | |- |
| | | colspan="2" | Choose a panel object to represent the second coil. The simulation will automatically change this object's color to visualise when it is energised. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-17-icon.png]] |
| | | width="90%" | Coil 3 |
| | |- |
| | | colspan="2" | Choose a panel object to represent the third coil. The simulation will automatically change this object's color to visualise when it is energised. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-17-icon.png]] |
| | | width="90%" | Coil 4 |
| | |- |
| | | colspan="2" | Choose a panel object to represent the fourth coil. The simulation will automatically change this object's color to visualise when it is energised. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-1-icon.png]] |
| | | width="90%" | Colour Non Active Coil |
| | |- |
| | | colspan="2" | Make coil object this colour when they are NOT energised. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-1-icon.png]] |
| | | width="90%" | Colour Active Coil |
| | |- |
| | | colspan="2" | Make the coil objects this colour when they ARE energised,. |
| | |- |
| | | width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]] |
| | | width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Target Object |
| | |- |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-15-icon.png]] |
| | | width="90%" | Gear Ratio |
| | |- |
| | | colspan="2" | Set a non-zero value here to make the target object rotate whenever the motor spins. The target will revolve around the same axis as the motor's own 'Moving Part' (e.g. drive shaft). A value of 1.00 make the target spin at the same speed as the motor. Choose other values to set the ratio of a 'virtual gearbox' to change the speed of the target's movement. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-15-icon.png]] |
| | | width="90%" | X Linear Pitch |
| | |- |
| | | colspan="2" | Set this to a non-zero value to move the target object linearly along its X-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-15-icon.png]] |
| | | width="90%" | Y Linear Pitch |
| | |- |
| | | colspan="2" | Set this to a non-zero value to move the target object linearly along its Y-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch. |
| | |- |
| | | width="10%" align="center" | [[File:Fc9-type-15-icon.png]] |
| | | width="90%" | Z Linear Pitch |
| | |- |
| | | colspan="2" | Set this to a non-zero value to move the target object linearly along its Z-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch. |
| | |}==Macro reference== |
|
| |
|
| {| class="wikitable" style="width:60%; background-color:#FFFFFF;" | | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" |
| Author
|
Matrix Ltd
|
| Version
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1.2
|
| Category
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Mechatronics
|
Stepper Motor Template component
Enables the creation of a stepper motor component by specifying objects for its appearance. 'Attach to...' property should be exposed in any components buit from this - this sets a target object to be joined to the motor shaft. The target can then be rotated around the axis with a custom gear ration, or moved linearly according to the pitch of a given lead screw.
Component Source Code
Please click here to download the component source project: FC_Comp_Source_Stepper_Motor_Base.fcfx
Please click here to view the component source code (Beta): FC_Comp_Source_Stepper_Motor_Base.fcfx
Detailed description
No detailed description exists yet for this component
Examples
No additional examples
Macro reference
|
IncrementStep
|
| Move the motor forward by one step.
|
- VOID
|
Return
|
|
SetTarget
|
| Assign a panel object to be moved by the motor. Once linked, the object will respond to the 'Motor Simulation' properties, and it will be moved whenever the motor is stepped.
|
- HANDLE
|
target
|
| An object to be moved by the motor.
|
- VOID
|
Return
|
|
DecrementStep
|
| Move the motor backwards by one step.
|
- VOID
|
Return
|
|
EnableMotor
|
| Turn on the motor. This must be done before it will respond to any other macros.
|
- VOID
|
Return
|
|
DisableMotor
|
| Turn off the motor. It will no longer respond to any other macros.
|
- VOID
|
Return
|
Property reference
|
Properties
|
|
Connections
|
|
Driver
|
|
|
|
Coil 1
|
| Chip pin to which the first motor coil is connected.
|
|
Coil 2
|
| Chip pin to which the second motor coil is connected.
|
|
Coil 3
|
| Chip pin to which the third motor coil is connected.
|
|
Coil 4
|
| Chip pin to which the fourth motor coil is connected.
|
|
Motor Setup
|
|
Winding Type
|
| The polarity settings of the motor windings. Refer to the data-sheet for your chosen hardware to determine this value.
|
|
Step Type
|
| Trade accuracy against torque by changing the type of stepping. Refer to the data-sheet for your chosen hardware to determine which modes your device supports.
|
|
Steps Per Revolution
|
| The number of steps it takes for the motor shaft to turn a full circle (360 degrees). Refer to the data-sheet for your chosen hardware to determine this value.
|
|
Angle Increment
|
| Amount of change in the shaft angle when the IncrementStep / DecrementStep functions are called.
|
|
Motor Simulation
|
|
Rotating Part
|
| Select a panel object here that will represent the moving part of the motor - for example, an output shaft or actuator.
|
|
Rotation Centre
|
| Select a panel object to be the centre of rotation of the 'Rotating Part'. If non is chosen, the 'Rotating Part' will revove around its own axes.
|
|
Rotate Around
|
| The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate.
|
|
Coil Simulation
|
|
Waveforms
|
| Allows waveforms to be auto generated on the data recorder window.
|
|
Coil Simulation
|
| Turn coil simulation on and off.
|
|
Coil 1
|
| Choose a panel object to represent the first coil. The simulation will automatically change this object's color to visualise when it is energised.
|
|
Coil 2
|
| Choose a panel object to represent the second coil. The simulation will automatically change this object's color to visualise when it is energised.
|
|
Coil 3
|
| Choose a panel object to represent the third coil. The simulation will automatically change this object's color to visualise when it is energised.
|
|
Coil 4
|
| Choose a panel object to represent the fourth coil. The simulation will automatically change this object's color to visualise when it is energised.
|
|
Colour Non Active Coil
|
| Make coil object this colour when they are NOT energised.
|
|
Colour Active Coil
|
| Make the coil objects this colour when they ARE energised,.
|
|
Target Object
|
|
Gear Ratio
|
| Set a non-zero value here to make the target object rotate whenever the motor spins. The target will revolve around the same axis as the motor's own 'Moving Part' (e.g. drive shaft). A value of 1.00 make the target spin at the same speed as the motor. Choose other values to set the ratio of a 'virtual gearbox' to change the speed of the target's movement.
|
|
X Linear Pitch
|
| Set this to a non-zero value to move the target object linearly along its X-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
|
|
Y Linear Pitch
|
| Set this to a non-zero value to move the target object linearly along its Y-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
|
|
Z Linear Pitch
|
| Set this to a non-zero value to move the target object linearly along its Z-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
|
==Macro reference==
|
IncrementStep
|
| Move the motor forward by one step.
|
- VOID
|
Return
|
|
SetTarget
|
| Assign a panel object to be moved by the motor. Once linked, the object will respond to the 'Motor Simulation' properties, and it will be moved whenever the motor is stepped.
|
- HANDLE
|
target
|
| An object to be moved by the motor.
|
- VOID
|
Return
|
|
DecrementStep
|
| Move the motor backwards by one step.
|
- VOID
|
Return
|
|
EnableMotor
|
| Turn on the motor. This must be done before it will respond to any other macros.
|
- VOID
|
Return
|
|
DisableMotor
|
| Turn off the motor. It will no longer respond to any other macros.
|
- VOID
|
Return
|
Property reference
|
Properties
|
|
Connections
|
|
Driver
|
|
|
|
Coil 1
|
| Chip pin to which the first motor coil is connected.
|
|
Coil 2
|
| Chip pin to which the second motor coil is connected.
|
|
Coil 3
|
| Chip pin to which the third motor coil is connected.
|
|
Coil 4
|
| Chip pin to which the fourth motor coil is connected.
|
|
Motor Setup
|
|
Winding Type
|
| The polarity settings of the motor windings. Refer to the data-sheet for your chosen hardware to determine this value.
|
|
Step Type
|
| Trade accuracy against torque by changing the type of stepping. Refer to the data-sheet for your chosen hardware to determine which modes your device supports.
|
|
Steps Per Revolution
|
| The number of steps it takes for the motor shaft to turn a full circle (360 degrees). Refer to the data-sheet for your chosen hardware to determine this value.
|
|
Angle Increment
|
| Amount of change in the shaft angle when the IncrementStep / DecrementStep functions are called.
|
|
Motor Simulation
|
|
Rotating Part
|
| Select a panel object here that will represent the moving part of the motor - for example, an output shaft or actuator.
|
|
Rotation Centre
|
| Select a panel object to be the centre of rotation of the 'Rotating Part'. If non is chosen, the 'Rotating Part' will revove around its own axes.
|
|
Rotate Around
|
| The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate.
|
|
Coil Simulation
|
|
Waveforms
|
| Allows waveforms to be auto generated on the data recorder window.
|
|
Coil Simulation
|
| Turn coil simulation on and off.
|
|
Coil 1
|
| Choose a panel object to represent the first coil. The simulation will automatically change this object's color to visualise when it is energised.
|
|
Coil 2
|
| Choose a panel object to represent the second coil. The simulation will automatically change this object's color to visualise when it is energised.
|
|
Coil 3
|
| Choose a panel object to represent the third coil. The simulation will automatically change this object's color to visualise when it is energised.
|
|
Coil 4
|
| Choose a panel object to represent the fourth coil. The simulation will automatically change this object's color to visualise when it is energised.
|
|
Colour Non Active Coil
|
| Make coil object this colour when they are NOT energised.
|
|
Colour Active Coil
|
| Make the coil objects this colour when they ARE energised,.
|
|
Target Object
|
|
Gear Ratio
|
| Set a non-zero value here to make the target object rotate whenever the motor spins. The target will revolve around the same axis as the motor's own 'Moving Part' (e.g. drive shaft). A value of 1.00 make the target spin at the same speed as the motor. Choose other values to set the ratio of a 'virtual gearbox' to change the speed of the target's movement.
|
|
X Linear Pitch
|
| Set this to a non-zero value to move the target object linearly along its X-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
|
|
Y Linear Pitch
|
| Set this to a non-zero value to move the target object linearly along its Y-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
|
|
Z Linear Pitch
|
| Set this to a non-zero value to move the target object linearly along its Z-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
|
==Macro reference==
|
IncrementStep
|
| Move the motor forward by one step.
|
- VOID
|
Return
|
|
SetTarget
|
| Assign a panel object to be moved by the motor. Once linked, the object will respond to the 'Motor Simulation' properties, and it will be moved whenever the motor is stepped.
|
- HANDLE
|
target
|
| An object to be moved by the motor.
|
- VOID
|
Return
|
|
DecrementStep
|
| Move the motor backwards by one step.
|
- VOID
|
Return
|
|
EnableMotor
|
| Turn on the motor. This must be done before it will respond to any other macros.
|
- VOID
|
Return
|
|
DisableMotor
|
| Turn off the motor. It will no longer respond to any other macros.
|
- VOID
|
Return
|
Property reference
|
Properties
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Connections
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Driver
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Coil 1
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| Chip pin to which the first motor coil is connected.
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Coil 2
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| Chip pin to which the second motor coil is connected.
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Coil 3
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| Chip pin to which the third motor coil is connected.
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Coil 4
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| Chip pin to which the fourth motor coil is connected.
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Motor Setup
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Winding Type
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| The polarity settings of the motor windings. Refer to the data-sheet for your chosen hardware to determine this value.
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Step Type
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| Trade accuracy against torque by changing the type of stepping. Refer to the data-sheet for your chosen hardware to determine which modes your device supports.
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Steps Per Revolution
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| The number of steps it takes for the motor shaft to turn a full circle (360 degrees). Refer to the data-sheet for your chosen hardware to determine this value.
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Angle Increment
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| Amount of change in the shaft angle when the IncrementStep / DecrementStep functions are called.
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Motor Simulation
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Rotating Part
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| Select a panel object here that will represent the moving part of the motor - for example, an output shaft or actuator.
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Rotation Centre
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| Select a panel object to be the centre of rotation of the 'Rotating Part'. If non is chosen, the 'Rotating Part' will revove around its own axes.
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Rotate Around
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| The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate.
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Coil Simulation
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Waveforms
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| Allows waveforms to be auto generated on the data recorder window.
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Coil Simulation
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| Turn coil simulation on and off.
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Coil 1
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| Choose a panel object to represent the first coil. The simulation will automatically change this object's color to visualise when it is energised.
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Coil 2
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| Choose a panel object to represent the second coil. The simulation will automatically change this object's color to visualise when it is energised.
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Coil 3
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| Choose a panel object to represent the third coil. The simulation will automatically change this object's color to visualise when it is energised.
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Coil 4
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| Choose a panel object to represent the fourth coil. The simulation will automatically change this object's color to visualise when it is energised.
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Colour Non Active Coil
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| Make coil object this colour when they are NOT energised.
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Colour Active Coil
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| Make the coil objects this colour when they ARE energised,.
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Target Object
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Gear Ratio
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| Set a non-zero value here to make the target object rotate whenever the motor spins. The target will revolve around the same axis as the motor's own 'Moving Part' (e.g. drive shaft). A value of 1.00 make the target spin at the same speed as the motor. Choose other values to set the ratio of a 'virtual gearbox' to change the speed of the target's movement.
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X Linear Pitch
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| Set this to a non-zero value to move the target object linearly along its X-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
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Y Linear Pitch
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| Set this to a non-zero value to move the target object linearly along its Y-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
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Z Linear Pitch
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| Set this to a non-zero value to move the target object linearly along its Z-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
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==Macro reference==
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IncrementStep
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| Move the motor forward by one step.
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- VOID
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Return
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SetTarget
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| Assign a panel object to be moved by the motor. Once linked, the object will respond to the 'Motor Simulation' properties, and it will be moved whenever the motor is stepped.
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- HANDLE
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target
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| An object to be moved by the motor.
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- VOID
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Return
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DecrementStep
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| Move the motor backwards by one step.
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- VOID
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Return
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EnableMotor
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| Turn on the motor. This must be done before it will respond to any other macros.
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- VOID
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Return
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DisableMotor
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| Turn off the motor. It will no longer respond to any other macros.
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- VOID
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Return
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Property reference
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Properties
|
|
Connections
|
|
Driver
|
|
|
|
Coil 1
|
| Chip pin to which the first motor coil is connected.
|
|
Coil 2
|
| Chip pin to which the second motor coil is connected.
|
|
Coil 3
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| Chip pin to which the third motor coil is connected.
|
|
Coil 4
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| Chip pin to which the fourth motor coil is connected.
|
|
Motor Setup
|
|
Winding Type
|
| The polarity settings of the motor windings. Refer to the data-sheet for your chosen hardware to determine this value.
|
|
Step Type
|
| Trade accuracy against torque by changing the type of stepping. Refer to the data-sheet for your chosen hardware to determine which modes your device supports.
|
|
Steps Per Revolution
|
| The number of steps it takes for the motor shaft to turn a full circle (360 degrees). Refer to the data-sheet for your chosen hardware to determine this value.
|
|
Angle Increment
|
| Amount of change in the shaft angle when the IncrementStep / DecrementStep functions are called.
|
|
Motor Simulation
|
|
Rotating Part
|
| Select a panel object here that will represent the moving part of the motor - for example, an output shaft or actuator.
|
|
Rotation Centre
|
| Select a panel object to be the centre of rotation of the 'Rotating Part'. If non is chosen, the 'Rotating Part' will revove around its own axes.
|
|
Rotate Around
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| The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate.
|
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Coil Simulation
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Waveforms
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| Allows waveforms to be auto generated on the data recorder window.
|
|
Coil Simulation
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| Turn coil simulation on and off.
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Coil 1
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| Choose a panel object to represent the first coil. The simulation will automatically change this object's color to visualise when it is energised.
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Coil 2
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| Choose a panel object to represent the second coil. The simulation will automatically change this object's color to visualise when it is energised.
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Coil 3
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| Choose a panel object to represent the third coil. The simulation will automatically change this object's color to visualise when it is energised.
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Coil 4
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| Choose a panel object to represent the fourth coil. The simulation will automatically change this object's color to visualise when it is energised.
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Colour Non Active Coil
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| Make coil object this colour when they are NOT energised.
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Colour Active Coil
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| Make the coil objects this colour when they ARE energised,.
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Target Object
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Gear Ratio
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| Set a non-zero value here to make the target object rotate whenever the motor spins. The target will revolve around the same axis as the motor's own 'Moving Part' (e.g. drive shaft). A value of 1.00 make the target spin at the same speed as the motor. Choose other values to set the ratio of a 'virtual gearbox' to change the speed of the target's movement.
|
|
X Linear Pitch
|
| Set this to a non-zero value to move the target object linearly along its X-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
|
|
Y Linear Pitch
|
| Set this to a non-zero value to move the target object linearly along its Y-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
|
|
Z Linear Pitch
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| Set this to a non-zero value to move the target object linearly along its Z-Axis whenever the motor spins. The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it simulates a typical linear drive that uses a lead-screw, with the property value equal to the screw pitch.
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