pxt-ev3/sim/state/motornode.ts

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namespace pxsim {
export class MotorNode extends BaseNode {
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isOutput = true;
private rotationsPerMilliSecond: number;
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// current state
private angle: number = 0;
private tacho: number = 0;
private speed: number = 0;
private polarity: number = 1; // -1, 1 or -1
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private started: boolean;
private speedCmd: DAL;
private speedCmdValues: number[];
private speedCmdTacho: number;
private speedCmdTime: number;
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private _synchedMotor: MotorNode; // non-null if synchronized
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private manualReferenceAngle: number = undefined;
private manualAngle: number = undefined;
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constructor(port: number, large: boolean) {
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super(port);
this.setLarge(large);
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}
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isReady() {
return !this.speedCmd;
}
getSpeed() {
return this.speed * (!this._synchedMotor && this.polarity == 0 ? -1 : 1);
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}
getAngle() {
return this.angle;
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}
// returns the slave motor if any
getSynchedMotor() {
return this._synchedMotor;
}
setSpeedCmd(cmd: DAL, values: number[]) {
if (this.speedCmd != cmd ||
JSON.stringify(this.speedCmdValues) != JSON.stringify(values))
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this.setChangedState();
// new command TODO: values
this.speedCmd = cmd;
this.speedCmdValues = values;
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this.speedCmdTacho = this.tacho;
this.speedCmdTime = pxsim.U.now();
delete this._synchedMotor;
}
setSyncCmd(motor: MotorNode, cmd: DAL, values: number[]) {
this.setSpeedCmd(cmd, values);
this._synchedMotor = motor;
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}
clearSpeedCmd() {
delete this.speedCmd;
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delete this.speedCmdValues;
delete this._synchedMotor;
this.setChangedState();
}
clearSyncCmd() {
if (this._synchedMotor)
this.clearSpeedCmd();
}
setLarge(large: boolean) {
this.id = large ? NodeType.LargeMotor : NodeType.MediumMotor;
// large 170 rpm (https://education.lego.com/en-us/products/ev3-large-servo-motor/45502)
this.rotationsPerMilliSecond = (large ? 170 : 250) / 60000;
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}
isLarge(): boolean {
return this.id == NodeType.LargeMotor;
}
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setPolarity(polarity: number) {
// Either 1 or 255 (reverse)
/*
-1 : Motor will run backward
0 : Motor will run opposite direction
1 : Motor will run forward
*/
this.polarity = polarity;
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}
reset() {
// not sure what reset does...
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}
clearCount() {
this.tacho = 0;
this.angle = 0;
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}
stop() {
this.started = false;
this.clearSpeedCmd();
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}
start() {
this.started = true;
}
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manualMotorDown() {
this.manualReferenceAngle = this.angle;
this.manualAngle = 0;
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}
// position: 0, 360
manualMotorAngle(angle: number) {
this.manualAngle = angle;
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}
manualMotorUp() {
delete this.manualReferenceAngle;
delete this.manualAngle;
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}
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updateState(elapsed: number) {
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//console.log(`motor: ${elapsed}ms - ${this.speed}% - ${this.angle}> - ${this.tacho}|`)
const interval = Math.min(20, elapsed);
let t = 0;
while (t < elapsed) {
let dt = interval;
if (t + dt > elapsed) dt = elapsed - t;
this.updateStateStep(dt);
t += dt;
}
}
private updateStateStep(elapsed: number) {
if (this.manualAngle === undefined) {
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// compute new speed
switch (this.speedCmd) {
case DAL.opOutputSpeed:
case DAL.opOutputPower:
// assume power == speed
// TODO: PID
this.speed = this.speedCmdValues[0];
break;
case DAL.opOutputTimeSpeed:
case DAL.opOutputTimePower:
case DAL.opOutputStepPower:
case DAL.opOutputStepSpeed: {
// ramp up, run, ramp down, <brake> using time
const speed = this.speedCmdValues[0];
const step1 = this.speedCmdValues[1];
const step2 = this.speedCmdValues[2];
const step3 = this.speedCmdValues[3];
const brake = this.speedCmdValues[4];
const isTimeCommand = this.speedCmd == DAL.opOutputTimePower || this.speedCmd == DAL.opOutputTimeSpeed;
const dstep = isTimeCommand
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? pxsim.U.now() - this.speedCmdTime
: this.tacho - this.speedCmdTacho;
if (dstep < step1) // rampup
this.speed = speed * dstep / step1;
else if (dstep < step1 + step2) // run
this.speed = speed;
else if (dstep < step1 + step2 + step3)
this.speed = speed * (step1 + step2 + step3 - dstep) / (step1 + step2 + step3);
else {
if (brake) this.speed = 0;
if (!isTimeCommand) {
// we need to patch the actual position of the motor when
// finishing the move as our integration step introduce errors
const deltaAngle = -Math.sign(speed) * (dstep - (step1 + step2 + step3));
if (deltaAngle) {
this.angle += deltaAngle;
this.tacho -= Math.abs(deltaAngle);
this.setChangedState();
}
}
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this.clearSpeedCmd();
}
break;
}
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case DAL.opOutputStepSync:
case DAL.opOutputTimeSync: {
const otherMotor = this._synchedMotor;
const speed = this.speedCmdValues[0];
const turnRatio = this.speedCmdValues[1];
// if turnratio is negative, right motor at power level
// right motor -> this.port > otherMotor.port
if (Math.sign(this.port - otherMotor.port)
== Math.sign(turnRatio))
break; // handled in other motor code
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const stepsOrTime = this.speedCmdValues[2];
const brake = this.speedCmdValues[3];
const dstep = this.speedCmd == DAL.opOutputTimeSync
? pxsim.U.now() - this.speedCmdTime
: this.tacho - this.speedCmdTacho;
// 0 is special case, run infinite
if (!stepsOrTime || dstep < stepsOrTime)
this.speed = speed;
else {
if (brake) this.speed = 0;
this.clearSpeedCmd();
}
// turn ratio is a bit weird to interpret
// see https://communities.theiet.org/blogs/698/1706
otherMotor.speed = this.speed * (100 - Math.abs(turnRatio)) / 100;
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// clamp
this.speed = Math.max(-100, Math.min(100, this.speed >> 0));
otherMotor.speed = Math.max(-100, Math.min(100, otherMotor.speed >> 0));;
// stop other motor if needed
if (!this._synchedMotor)
otherMotor.clearSpeedCmd();
break;
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}
}
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}
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else {
// the user is holding the handle - so position is the angle
this.speed = 0;
// rotate by the desired angle change
this.angle = this.manualReferenceAngle + this.manualAngle;
this.setChangedState();
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}
this.speed = Math.round(this.speed); // integer only
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// compute delta angle
const rotations = this.getSpeed() / 100 * this.rotationsPerMilliSecond * elapsed;
const deltaAngle = Math.round(rotations * 360);
if (deltaAngle) {
this.angle += deltaAngle;
this.tacho += Math.abs(deltaAngle);
this.setChangedState();
}
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// if the motor was stopped or there are no speed commands,
// let it coast to speed 0
if ((this.manualReferenceAngle === undefined)
&& this.speed && !(this.started || this.speedCmd)) {
// decay speed 5% per tick
this.speed = Math.round(Math.max(0, Math.abs(this.speed) - 10) * sign(this.speed));
}
}
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}
}
namespace pxsim {
// A re-implementation of Math.sign (since IE11 doesn't support it)
export function sign(num: number) {
return num ? num < 0 ? -1 : 1 : 0;
}
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}