Author
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Matrix Ltd
|
Version
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1.2
|
Category
|
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
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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
|
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DisableMotor
|
Turn off the motor. It will no longer respond to any other macros.
|
- VOID
|
Return
|
Property reference
|
Properties
|
|
Connections
|
|
Driver
|
|
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Coil 1
|
Chip pin to which the first motor coil is connected.
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|
Coil 2
|
Chip pin to which the second motor coil is connected.
|
|
Coil 3
|
Chip pin to which the third motor coil is connected.
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|
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
|
|
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.
|