smoothie port to mbed online compiler (smoothieware.org)
For documentation, license, ..., please check http://smoothieware.org/
This version has been tested with a 3 axis machine
modules/robot/Player.cpp
- Committer:
- scachat
- Date:
- 2012-07-31
- Revision:
- 0:31e91bb0ef3c
File content as of revision 0:31e91bb0ef3c:
/* This file is part of Smoothie (http://smoothieware.org/). The motion control part is heavily based on Grbl (https://github.com/simen/grbl) with additions from Sungeun K. Jeon (https://github.com/chamnit/grbl) Smoothie is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Smoothie is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Smoothie. If not, see <http://www.gnu.org/licenses/>. */ using namespace std; #include <vector> #include "libs/nuts_bolts.h" #include "libs/RingBuffer.h" #include "../communication/utils/Gcode.h" #include "libs/Module.h" #include "libs/Kernel.h" #include "Timer.h" // mbed.h lib #include "wait_api.h" // mbed.h lib #include "Block.h" #include "Player.h" #include "Planner.h" Player::Player(){ this->current_block = NULL; this->looking_for_new_block = false; } // Append a block to the list Block* Player::new_block(){ // Clean up the vector of commands in the block we are about to replace // It is quite strange to do this here, we really should do it inside Block->pop_and_execute_gcode // but that function is called inside an interrupt and thus can break everything if the interrupt was trigerred during a memory access //Block* block = this->queue.get_ref( this->queue.size()-1 ); Block* block = this->queue.get_ref( this->queue.size() ); if( block->player == this ){ for(short index=0; index<block->gcodes.size(); index++){ block->gcodes.pop_back(); } } // Create a new virgin Block in the queue this->queue.push_back(Block()); block = this->queue.get_ref( this->queue.size()-1 ); block->is_ready = false; block->initial_rate = -2; block->final_rate = -2; block->player = this; return block; } // Used by blocks to signal when they are ready to be used by the system void Player::new_block_added(){ if( this->current_block == NULL ){ this->pop_and_process_new_block(33); } } // Process a new block in the queue void Player::pop_and_process_new_block(int debug){ if( this->looking_for_new_block ){ return; } this->looking_for_new_block = true; if( this->current_block != NULL ){ this->looking_for_new_block = false; return; } // Return if queue is empty if( this->queue.size() == 0 ){ this->current_block = NULL; // TODO : ON_QUEUE_EMPTY event this->looking_for_new_block = false; return; } // Get a new block this->current_block = this->queue.get_ref(0); // Tell all modules about it this->kernel->call_event(ON_BLOCK_BEGIN, this->current_block); // In case the module was not taken if( this->current_block->times_taken < 1 ){ this->looking_for_new_block = false; this->current_block->release(); } this->looking_for_new_block = false; } void Player::wait_for_queue(int free_blocks){ mbed::Timer t; while( this->queue.size() >= this->queue.capacity()-free_blocks ){ t.reset(); t.start(); this->kernel->call_event(ON_IDLE); t.stop(); if(t.read_us() < 500) wait_us(500 - t.read_us()); } }