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

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{| style="width:50%"
 
 
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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 Pack==
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
+
MECHATRONICS
  
The following components all inherit the traits of Stepper Motor Template:
+
==Detailed description==
  
{| class="wikitable" width="50%"
 
|+|-
 
|[[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]]
 
  
 +
''No detailed description exists yet for this component''
  
===Linear movement using a stepper motor===
+
==Examples==
 
 
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]]
+
''<span style="color:red;">No additional examples</span>''
  
 
==Downloadable macro reference==
 
==Downloadable macro reference==
  
===<span style="font-weight: normal;"><u><tt>IncrementStep</tt></u></span>===
+
{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
Move the motor forward by one step.
+
|-
 +
| 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.&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'''
 
  
:''This macro has no parameters''
+
{| 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''
 +
|}
  
  
'''Return value'''
+
{| 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''
 +
|}
  
:''This call does not return a value''
 
  
 +
{| 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''
 +
|}
  
===<span style="font-weight: normal;"><u><tt>DecrementStep</tt></u></span>===
 
Move the motor backwards by one step.
 
  
'''Parameters'''
+
{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
 
+
|-
:''This macro has no parameters''
+
| width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]]
 
+
| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''DisableMotor'''
 
+
|-
'''Return value'''
+
| colspan="2" | Turn off the motor.  It will no longer respond to any other macros.&nbsp;
 
+
|-
:''This call does not return a value''
+
|-
 
+
| 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''
===<span style="font-weight: normal;"><u><tt>EnableMotor</tt></u></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''
 
 
 
 
 
 
 
==Simulation macro reference==
 
 
 
===<span style="font-weight: normal;"><u><tt>SetTarget</tt></u></span>===
 
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.
 
 
 
'''Parameters'''
 
 
 
:[[Variable Types|HANDLE]] ''target''
 
::An object to be moved by the motor.
 
 
 
 
 
'''Return value'''
 
 
 
:''This call does not return a value''
 
  
  
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==Property reference==
 
==Property reference==
<span style="font-weight: normal;"><u>Driver</u></span>
 
  
This property is of type ''Fixed list of ints'' and can be referenced with the variable name ''Driver''.
+
{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
 
+
|-
''<span style="color:red;">No additional information</span>''
+
| 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 1</u></span>
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
 
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Connections
This property is of type ''Single digital pin'' and can be referenced with the variable name ''Coil_1''.
+
|-
 
+
|-
Chip pin to which the first motor coil is connected.
+
| width="10%" align="center" | [[File:Fc9-type-16-icon.png]]
 
+
| width="90%" | Driver
<span style="font-weight: normal;"><u>Coil 2</u></span>
+
|-
 
+
| colspan="2" | &nbsp;
This property is of type ''Single digital pin'' and can be referenced with the variable name ''Coil_2''.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-5-icon.png]]
Chip pin to which the second motor coil is connected.
+
| width="90%" | Coil 1
 
+
|-
<span style="font-weight: normal;"><u>Coil 3</u></span>
+
| colspan="2" | Chip pin to which the first motor coil is connected.&nbsp;
 
+
|-
This property is of type ''Single digital pin'' and can be referenced with the variable name ''Coil_3''.
+
| width="10%" align="center" | [[File:Fc9-type-5-icon.png]]
 
+
| width="90%" | Coil 2
Chip pin to which the third motor coil is connected.
+
|-
 
+
| colspan="2" | Chip pin to which the second motor coil is connected.&nbsp;
<span style="font-weight: normal;"><u>Coil 4</u></span>
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-5-icon.png]]
This property is of type ''Single digital pin'' and can be referenced with the variable name ''Coil_4''.
+
| width="90%" | Coil 3
 
+
|-
Chip pin to which the fourth motor coil is connected.
+
| colspan="2" | Chip pin to which the third motor coil is connected.&nbsp;
 
+
|-
<span style="font-weight: normal;"><u>Winding 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 ''Winding_Type''.
+
|-
 
+
| colspan="2" | Chip pin to which the fourth motor coil is connected.&nbsp;
The polarity settings of the motor windings.
+
|-
 
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
Refer to the data-sheet for your chosen hardware to determine this value.
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Motor Setup
 
+
|-
<span style="font-weight: normal;"><u>Step Type</u></span>
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-16-icon.png]]
This property is of type ''Fixed list of ints'' and can be referenced with the variable name ''Step_Type''.
+
| width="90%" | Winding Type
 
+
|-
Trade accuracy against torque by changing the type of stepping.
+
| 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 which modes your device supports.
+
| width="10%" align="center" | [[File:Fc9-type-16-icon.png]]
 
+
| width="90%" | Step Type
<span style="font-weight: normal;"><u>Steps Per Revolution</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 ''Signed integer'' and can be referenced with the variable name ''Steps_Per_Rev''.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-14-icon.png]]
The number of steps it takes for the motor shaft to turn a full circle (360 degrees).
+
| width="90%" | Steps Per Revolution
 
+
|-
Refer to the data-sheet for your chosen hardware to determine this value.
+
| 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>Rotating Part</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 ''moving_part''.
+
|-
 
+
| colspan="2" | Amount of change in the shaft angle when the IncrementStep / DecrementStep functions are called.&nbsp;
Select a panel object here that will represent the moving part of the motor - for example, an
+
|-
 
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
output shaft or actuator.
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Motor Simulation
 
+
|-
<span style="font-weight: normal;"><u>Rotation Centre</u></span>
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
This property is of type ''Panel object'' and can be referenced with the variable name ''axis''.
+
| width="90%" | Rotating Part
 
+
|-
Select a panel object to be the centre of rotation of the 'Rotating Part'. If non is chosen, the
+
| colspan="2" | Select a panel object here that will represent the moving part of the motor - for example, an output shaft or actuator.&nbsp;
 
+
|-
'Rotating Part' will revove around its own axes.
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
 
+
| width="90%" | Rotation Centre
<span style="font-weight: normal;"><u>Rotate Around</u></span>
+
|-
 
+
| 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;
This property is of type ''Fixed list of ints'' and can be referenced with the variable name ''rot_axis''.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-16-icon.png]]
The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate.
+
| width="90%" | Rotate Around
 
+
|-
<span style="font-weight: normal;"><u>Waveforms</u></span>
+
| colspan="2" | The axis of the 'Rotaion Centre' object around which the 'Rotating Part' will rotate.&nbsp;
 
+
|-
This property is of type ''True or false'' and can be referenced with the variable name ''Waveforms''.
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
 
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Coil Simulation
Allows waveforms to be auto generated on the data recorder window.
+
|-
 
+
|-
<span style="font-weight: normal;"><u>Coil Simulation</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-7-icon.png]]
 
+
| width="90%" | Waveforms
This property is of type ''True or false'' and can be referenced with the variable name ''coils_enable''.
+
|-
 
+
| colspan="2" | Allows waveforms to be auto generated on the data recorder window.&nbsp;
Turn coil simulation on and off.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-7-icon.png]]
<span style="font-weight: normal;"><u>Coil 1</u></span>
+
| width="90%" | Coil Simulation
 
+
|-
This property is of type ''Panel object'' and can be referenced with the variable name ''coil1_object''.
+
| colspan="2" | Turn coil simulation on and off.&nbsp;
 
+
|-
Choose a panel object to represent the first coilThe simulation will automatically change this
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
 
+
| width="90%" | Coil 1
object's color to visualise when it is energised.
+
|-
 
+
| 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;
<span style="font-weight: normal;"><u>Coil 2</u></span>
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
This property is of type ''Panel object'' and can be referenced with the variable name ''coil2_object''.
+
| width="90%" | Coil 2
 
+
|-
Choose a panel object to represent the second coil. The simulation will automatically change this
+
| 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;
 
+
|-
object's color to visualise when it is energised.
+
| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
 
+
| width="90%" | Coil 3
<span style="font-weight: normal;"><u>Coil 3</u></span>
+
|-
 
+
| 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;
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]]
Choose a panel object to represent the third coil. The simulation will automatically change this
+
| width="90%" | Coil 4
 
+
|-
object's color to visualise when it is 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>Coil 4</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-1-icon.png]]
 
+
| width="90%" | Colour Non Active Coil
This property is of type ''Panel object'' and can be referenced with the variable name ''coil4_object''.
+
|-
 
+
| colspan="2" | Make coil object this colour when they are NOT energised.&nbsp;
Choose a panel object to represent the fourth coil.  The simulation will automatically change this
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-1-icon.png]]
object's color to visualise when it is energised.
+
| width="90%" | Colour Active Coil
 
+
|-
<span style="font-weight: normal;"><u>Colour Non Active Coil</u></span>
+
| colspan="2" | Make the coil objects this colour when they ARE energised,.&nbsp;
 
+
|-
This property is of type ''Color picker'' and can be referenced with the variable name ''colour_non_act''.
+
| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
 
+
| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Target Object
Make coil object this colour when they are NOT energised.
+
|-
 
+
|-
<span style="font-weight: normal;"><u>Colour Active Coil</u></span>
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
 
+
| width="90%" | Gear Ratio
This property is of type ''Color picker'' and can be referenced with the variable name ''colour_act''.
+
|-
 
+
| 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;
Make the coil objects this colour when they ARE energised,.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
<span style="font-weight: normal;"><u>Gear Ratio</u></span>
+
| width="90%" | X Linear Pitch
 
+
|-
This property is of type ''Floating point'' and can be referenced with the variable name ''gear_ratio''.
+
| 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;
 
+
|-
Set a non-zero value here to make the target object rotate whenever the motor spins.  The target
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
 
+
| width="90%" | Y Linear Pitch
will revolve around the same axis as the motor's own 'Moving Part' (e.g. drive shaft).
+
|-
 
+
| 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;
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]]
to set the ratio of a 'virtual gearbox' to change the speed of the target's movement.
+
| width="90%" | Z Linear Pitch
 
+
|-
<span style="font-weight: normal;"><u>X Linear Pitch</u></span>
+
| 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;
 
+
|}
This property is of type ''Floating point'' and can be referenced with the variable name ''x_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.
 
 
 
<span style="font-weight: normal;"><u>Y Linear Pitch</u></span>
 
 
 
This property is of type ''Floating point'' and can be referenced with the variable name ''y_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.
 
 
 
<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 17:27, 9 November 2022

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 Pack

MECHATRONICS

Detailed description

No detailed description exists yet for this component

Examples

No additional examples

Downloadable macro reference

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


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


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


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


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