Difference between revisions of "Component: Stepper Motor Template (Mechatronics)"

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| width="20%" style="color: gray;" | Author
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| width="20%" style="color:gray;" | Author
 
| Matrix Ltd
 
| Matrix Ltd
 
|-
 
|-
| width="20%" style="color: gray;" | Version
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| width="20%" style="color:gray;" | Version
| 1.2 (Release)
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| 1.2
 
|-
 
|-
| width="20%" style="color: gray;" | Category
+
| width="20%" style="color:gray;" | Category
 
| Mechatronics
 
| 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.
  
==[[File:Component Icon faf668b1_a0e6_426f_b1ef_9d4f8e54d784.png|Image]] Stepper Motor Template component==
+
==Component Source Code==
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.
 
  
This component can be used as a base to create ''child'' components
+
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]
  
The following components all inherit the traits of Stepper Motor Template:
+
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]
  
{| class="wikitable" width="50%"
+
==Detailed description==
|+|-
 
|[[File:Component Icon cfd176dc_a2c1_4dad_ac45_117781624c82.png|Image]] Stepper _ Generic
 
|A generic stepper motor model.  Includes a visual simulation showing the activaton pattern
 
of the coils.
 
Make another object move along with the stepper shaft using the 'Target' property.
 
The target object can rotate with the stepper shaft with a given gearing ratio, or be
 
moved linearly according to a given lead screw pitch.
 
|-
 
|[[File:Component Icon 23f522d8_3986_4482_a2dd_eac5e407c0d6.png|Image]] Stepper (NEMA8)
 
|A NEMA8 stepper motor model.  Includes a visual simulation showing the activaton pattern
 
of the coils.
 
Make another object move along with the stepper shaft using the 'Target' property.
 
The target object can rotate with the stepper shaft with a given gearing ratio, or be
 
moved linearly according to a given lead screw pitch.
 
|}
 
  
==Examples==
 
===Attaching a primitive to a stepper motor===
 
  
This example links a panel primitive to the output of the motor.
 
  
{{Fcfile|Stepper.fcfx|Stepper Example 1}}
 
  
The linked object can be rotated or moved in a fixed direction by the motor.
 
  
[[File:StepperProps.jpg]]
 
  
  
===Linear movement using a stepper motor===
 
  
This example links two stepper motors together using linear type movements rather then rotational similar to a stepper attached to a lead screw.
 
  
{{Fcfile|Stepper Linear Demo.fcfx|Stepper Example 2}}
 
  
The stepper is linked to the objects on the panel using properties and grouping.
 
  
[[File:LinStepper.jpg]]
 
  
  
===Creating a multi-axis actuator using stepper motors===
 
  
This example links three stepper motors together using panel primitive objects and groups.
 
  
{{Fcfile|Stepper Demo.fcfx|Stepper Example 3}}
 
  
Here we can see the actuator arm in motion.
 
  
[[File:LinkedStepper.jpg]]
+
''No detailed description exists yet for this component''
  
 +
==Examples==
  
  
==Downloadable macro reference==
 
  
===<span style="font-weight: normal;"><u><tt>IncrementStep</tt></u></span>===
 
Move the motor forward by one step.
 
  
'''Parameters'''
 
  
:''This macro has no parameters''
 
  
  
'''Return value'''
 
  
:''This call does not return a value''
 
  
  
===<span style="font-weight: normal;"><u><tt>DecrementStep</tt></u></span>===
 
Move the motor backwards by one step.
 
  
'''Parameters'''
 
  
:''This macro has no parameters''
 
  
  
'''Return value'''
 
  
:''This call does not return a value''
 
  
  
===<span style="font-weight: normal;"><u><tt>EnableMotor</tt></u></span>===
+
''<span style="color:red;">No additional examples</span>''
Turn on the motor.  This must be done before it will respond to any other macros.
 
  
'''Parameters'''
 
  
:''This macro has no parameters''
 
  
  
'''Return value'''
 
  
:''This call does not return a value''
 
  
  
===<span style="font-weight: normal;"><u><tt>DisableMotor</tt></u></span>===
 
Turn off the motor.  It will no longer respond to any other macros.
 
  
'''Parameters'''
 
  
:''This macro has no parameters''
 
  
  
'''Return value'''
 
  
:''This call does not return a value''
 
  
 +
==Macro reference==
  
 +
===DecrementStep===
 +
{| 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.&nbsp;
 +
|-
 +
|-
 +
| 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''
 +
|}
  
==Simulation macro reference==
 
  
===<span style="font-weight: normal;"><u><tt>SetTarget</tt></u></span>===
+
===DisableMotor===
Assign a panel object to be moved by the motor.
+
{| 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.&nbsp;
 +
|-
 +
|-
 +
| 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''
 +
|}
  
Once linked, the object will respond to the 'Motor Simulation' properties, and it
 
  
will be moved whenever the motor is stepped.
+
===EnableMotor===
 +
{| 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.&nbsp;
 +
|-
 +
|-
 +
| 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''
 +
|}
  
'''Parameters'''
 
  
:[[Variable Types|HANDLE]] ''target''
+
===IncrementStep===
::An object to be moved by the motor.
+
{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
 
+
|-
 
+
| width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]]
'''Return value'''
+
| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''IncrementStep'''
 
+
|-
:''This call does not return a value''
+
| colspan="2" | Move the motor forward by one step.&nbsp;
 +
|-
 +
|-
 +
| 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''
 +
|}
  
  
 +
===SetTarget===
 +
{| 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.&nbsp;
 +
|-
 +
|-
 +
| width="10%" align="center" | [[File:Fc9-h32-icon.png]] - HANDLE
 +
| width="90%" | target
 +
|-
 +
| colspan="2" | An object to be moved by the motor.&nbsp;
 +
|-
 +
| 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==
 
==Property reference==
<span style="font-weight: normal;"><u>Coil 1</u></span>
 
  
This property is of type ''Single digital pin'' and can be referenced with the variable name ''Coil_1''.
+
{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
 
+
|-
Chip pin to which the first motor coil is connected.
+
| width="10%" align="center" style="background-color:#D8C9D8;" | [[File:Fc9-prop-icon.png]]
 
+
| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''Properties'''  
<span style="font-weight: normal;"><u>Coil 2</u></span>
+
|-
 
+
|-
This property is of type ''Single digital pin'' and can be referenced with the variable name ''Coil_2''.
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
 
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Connections
Chip pin to which the second motor coil is connected.
+
|-
 
+
|-
<span style="font-weight: normal;"><u>Coil 3</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-16-icon.png]]
 
+
| width="90%" | Driver
This property is of type ''Single digital pin'' and can be referenced with the variable name ''Coil_3''.
+
|-
 
+
| colspan="2" | &nbsp;
Chip pin to which the third motor coil is connected.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-5-icon.png]]
<span style="font-weight: normal;"><u>Coil 4</u></span>
+
| width="90%" | Coil 1
 
+
|-
This property is of type ''Single digital pin'' and can be referenced with the variable name ''Coil_4''.
+
| colspan="2" | Chip pin to which the first motor coil is connected.&nbsp;
 
+
|-
Chip pin to which the fourth motor coil is connected.
+
| width="10%" align="center" | [[File:Fc9-type-5-icon.png]]
 
+
| width="90%" | Coil 2
<span style="font-weight: normal;"><u>Winding Type</u></span>
+
|-
 
+
| colspan="2" | Chip pin to which the second motor coil is connected.&nbsp;
This property is of type ''Fixed list of ints'' and can be referenced with the variable name ''Winding_Type''.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-5-icon.png]]
The polarity settings of the motor windings.
+
| width="90%" | Coil 3
 
+
|-
Refer to the data-sheet for your chosen hardware to determine this value.
+
| colspan="2" | Chip pin to which the third motor coil is connected.&nbsp;
 
+
|-
<span style="font-weight: normal;"><u>Step Type</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-5-icon.png]]
 
+
| width="90%" | Coil 4
This property is of type ''Fixed list of ints'' and can be referenced with the variable name ''Step_Type''.
+
|-
 
+
| colspan="2" | Chip pin to which the fourth motor coil is connected.&nbsp;
Trade accuracy against torque by changing the type of stepping.
+
|-
 
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
Refer to the data-sheet for your chosen hardware to determine which modes your device supports.
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Motor Setup
 
+
|-
<span style="font-weight: normal;"><u>Steps Per Revolution</u></span>
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-16-icon.png]]
This property is of type ''Signed integer'' and can be referenced with the variable name ''Steps_Per_Rev''.
+
| width="90%" | Winding Type
 
+
|-
The number of steps it takes for the motor shaft to turn a full circle (360 degrees).
+
| colspan="2" | The polarity settings of the motor windings. Refer to the data-sheet for your chosen hardware to determine this value.&nbsp;
 
+
|-
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
<span style="font-weight: normal;"><u>Rotating Part</u></span>
+
|-
 
+
| 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.&nbsp;
This property is of type ''Panel object'' and can be referenced with the variable name ''moving_part''.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-14-icon.png]]
Select a panel object here that will represent the moving part of the motor - for example, an
+
| width="90%" | Steps Per Revolution
 
+
|-
output shaft or actuator.
+
| 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.&nbsp;
 
+
|-
<span style="font-weight: normal;"><u>Rotation Centre</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
 
+
| width="90%" | Angle Increment
This property is of type ''Panel object'' and can be referenced with the variable name ''axis''.
+
|-
 
+
| colspan="2" | Amount of change in the shaft angle when the IncrementStep / DecrementStep functions are called.&nbsp;
Select a panel object to be the centre of rotation of the 'Rotating Part'. If non is chosen, the
+
|-
 
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
'Rotating Part' will revove around its own axes.
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Motor Simulation
 
+
|-
<span style="font-weight: normal;"><u>Rotate Around</u></span>
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
This property is of type ''Fixed list of ints'' and can be referenced with the variable name ''rot_axis''.
+
| width="90%" | Rotating Part
 
+
|-
The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate.
+
| colspan="2" | Select a panel object here that will represent the moving part of the motor - for example, an output shaft or actuator.&nbsp;
 
+
|-
<span style="font-weight: normal;"><u>Enable Sim</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
 
+
| width="90%" | Rotation Centre
This property is of type ''True or false'' and can be referenced with the variable name ''coils_enable''.
+
|-
 
+
| 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.&nbsp;
Turn coil simulation on and off.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-16-icon.png]]
<span style="font-weight: normal;"><u>Coil 1</u></span>
+
| width="90%" | Rotate Around
 
+
|-
This property is of type ''Panel object'' and can be referenced with the variable name ''coil1_object''.
+
| colspan="2" | The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate.&nbsp;
 
+
|-
Choose a panel object to represent the first coil. The simulation will automatically change this
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
 
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Coil Simulation
object's color to visualise when it is energised.
+
|-
 
+
|-
<span style="font-weight: normal;"><u>Coil 2</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-7-icon.png]]
 
+
| width="90%" | Waveforms
This property is of type ''Panel object'' and can be referenced with the variable name ''coil2_object''.
+
|-
 
+
| colspan="2" | Allows waveforms to be auto generated on the data recorder window.&nbsp;
Choose a panel object to represent the second coil.  The simulation will automatically change this
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-7-icon.png]]
object's color to visualise when it is energised.
+
| width="90%" | Coil Simulation
 
+
|-
<span style="font-weight: normal;"><u>Coil 3</u></span>
+
| colspan="2" | Turn coil simulation on and off.&nbsp;
 
+
|-
This property is of type ''Panel object'' and can be referenced with the variable name ''coil3_object''.
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
 
+
| width="90%" | Coil 1
Choose a panel object to represent the third coil.  The simulation will automatically change this
+
|-
 
+
| 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.&nbsp;
object's color to visualise when it is energised.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
<span style="font-weight: normal;"><u>Coil 4</u></span>
+
| width="90%" | Coil 2
 
+
|-
This property is of type ''Panel object'' and can be referenced with the variable name ''coil4_object''.
+
| 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.&nbsp;
 
+
|-
Choose a panel object to represent the fourth coil.  The simulation will automatically change this
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
 
+
| width="90%" | Coil 3
object's color to visualise when it is energised.
+
|-
 
+
| 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.&nbsp;
<span style="font-weight: normal;"><u>Colour Non Active Coil</u></span>
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
This property is of type ''Color picker'' and can be referenced with the variable name ''colour_non_act''.
+
| width="90%" | Coil 4
 
+
|-
Make coil object this colour when they are NOT energised.
+
| 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.&nbsp;
 
+
|-
<span style="font-weight: normal;"><u>Colour Active Coil</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-1-icon.png]]
 
+
| width="90%" | Colour Non Active Coil
This property is of type ''Color picker'' and can be referenced with the variable name ''colour_act''.
+
|-
 
+
| colspan="2" | Make coil object this colour when they are NOT energised.&nbsp;
Make the coil objects this colour when they ARE energised,.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-1-icon.png]]
<span style="font-weight: normal;"><u>Gear Ratio</u></span>
+
| width="90%" | Colour Active Coil
 
+
|-
This property is of type ''Floating point'' and can be referenced with the variable name ''gear_ratio''.
+
| colspan="2" | Make the coil objects this colour when they ARE energised,.&nbsp;
 
+
|-
Set a non-zero value here to make the target object rotate whenever the motor spins.  The target
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
 
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Target Object
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
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
 
+
| width="90%" | Gear Ratio
to set the ratio of a 'virtual gearbox' to change the speed of the target's movement.
+
|-
 
+
| 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.&nbsp;
<span style="font-weight: normal;"><u>X Linear Pitch</u></span>
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
This property is of type ''Floating point'' and can be referenced with the variable name ''x_pitch''.
+
| width="90%" | X Linear Pitch
 
+
|-
Set this to a non-zero value to move the target object linearly along its X-Axis whenever the motor spins.
+
| 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.&nbsp;
 
+
|-
The value is the distance to move (world units) per complete rotation of the motor shaft - i.e. it
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
 
+
| width="90%" | Y Linear Pitch
simulates a typical linear drive that uses a lead-screw, with the property value equal to the
+
|-
 
+
| 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.&nbsp;
screw pitch.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
<span style="font-weight: normal;"><u>Y Linear Pitch</u></span>
+
| width="90%" | Z Linear Pitch
 
+
|-
This property is of type ''Floating point'' and can be referenced with the variable name ''y_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.&nbsp;
 
+
|}
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.
 
 
 
<span style="font-weight: normal;"><u>Z Linear Pitch</u></span>
 
 
 
This property is of type ''Floating point'' and can be referenced with the variable name ''z_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.
 

Latest revision as of 11:57, 3 November 2023

Author Matrix Ltd
Version 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

DecrementStep

Fc9-comp-macro.png DecrementStep
Move the motor backwards by one step. 
Fc9-void-icon.png - VOID Return


DisableMotor

Fc9-comp-macro.png DisableMotor
Turn off the motor. It will no longer respond to any other macros. 
Fc9-void-icon.png - VOID Return


EnableMotor

Fc9-comp-macro.png EnableMotor
Turn on the motor. This must be done before it will respond to any other macros. 
Fc9-void-icon.png - VOID Return


IncrementStep

Fc9-comp-macro.png IncrementStep
Move the motor forward by one step. 
Fc9-void-icon.png - VOID Return


SetTarget

Fc9-comp-macro.png 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. 
Fc9-h32-icon.png - HANDLE target
An object to be moved by the motor. 
Fc9-void-icon.png - VOID Return


Property reference

Fc9-prop-icon.png Properties
Fc9-conn-icon.png Connections
Fc9-type-16-icon.png Driver
 
Fc9-type-5-icon.png Coil 1
Chip pin to which the first motor coil is connected. 
Fc9-type-5-icon.png Coil 2
Chip pin to which the second motor coil is connected. 
Fc9-type-5-icon.png Coil 3
Chip pin to which the third motor coil is connected. 
Fc9-type-5-icon.png Coil 4
Chip pin to which the fourth motor coil is connected. 
Fc9-conn-icon.png Motor Setup
Fc9-type-16-icon.png Winding Type
The polarity settings of the motor windings. Refer to the data-sheet for your chosen hardware to determine this value. 
Fc9-type-16-icon.png 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. 
Fc9-type-14-icon.png 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. 
Fc9-type-15-icon.png Angle Increment
Amount of change in the shaft angle when the IncrementStep / DecrementStep functions are called. 
Fc9-conn-icon.png Motor Simulation
Fc9-type-17-icon.png Rotating Part
Select a panel object here that will represent the moving part of the motor - for example, an output shaft or actuator. 
Fc9-type-17-icon.png 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. 
Fc9-type-16-icon.png Rotate Around
The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate. 
Fc9-conn-icon.png Coil Simulation
Fc9-type-7-icon.png Waveforms
Allows waveforms to be auto generated on the data recorder window. 
Fc9-type-7-icon.png Coil Simulation
Turn coil simulation on and off. 
Fc9-type-17-icon.png 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. 
Fc9-type-17-icon.png 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. 
Fc9-type-17-icon.png 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. 
Fc9-type-17-icon.png 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. 
Fc9-type-1-icon.png Colour Non Active Coil
Make coil object this colour when they are NOT energised. 
Fc9-type-1-icon.png Colour Active Coil
Make the coil objects this colour when they ARE energised,. 
Fc9-conn-icon.png Target Object
Fc9-type-15-icon.png 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. 
Fc9-type-15-icon.png 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. 
Fc9-type-15-icon.png 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. 
Fc9-type-15-icon.png 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.