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use crate::code::*;
//// Direction of the machine spindle
#[derive(Clone, PartialEq, Eq)]
pub enum Direction {
Clockwise,
Counterclockwise,
}
/// Whether the tool is active (i.ee. cutting)
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Tool {
Off,
On,
}
/// The distance mode for movement commands
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Distance {
Absolute,
Relative,
}
/// Generic machine state simulation, assuming nothing is known about the machine when initialized.
pub struct Machine {
tool_state: Option<Tool>,
distance_mode: Option<Distance>,
pub tool_on_action: Vec<GCode>,
pub tool_off_action: Vec<GCode>,
}
/// Assigns reasonable default settings that apply to most gcode applications.
impl Machine {
fn default() -> Self {
Self {
tool_state: None,
distance_mode: None,
tool_on_action: vec![
GCode::Dwell { p: 0.1 },
GCode::StartSpindle {
d: Direction::Clockwise,
s: 70.0,
},
GCode::Dwell { p: 0.1 },
],
tool_off_action: vec![
GCode::Dwell { p: 0.1 },
GCode::StartSpindle {
d: Direction::Clockwise,
s: 50.0,
},
GCode::Dwell { p: 0.1 },
],
}
}
}
// TODO: Documentation
// Implements the state machine functions to export Gcode.
impl Machine {
// Outputs gcode to turn the tool on.
pub fn tool_on(&mut self) -> Vec<GCode> {
if self.tool_state == Some(Tool::Off) || self.tool_state == None {
self.tool_state = Some(Tool::On);
self.tool_on_action.clone()
} else {
vec![]
}
}
// Outputs gcode to turn the tool off.
pub fn tool_off(&mut self) -> Vec<GCode> {
if self.tool_state == Some(Tool::On) || self.tool_state == None {
self.tool_state = Some(Tool::Off);
self.tool_off_action.clone()
} else {
vec![]
}
}
// Outputs gcode for how distance should be measured: relative or absolute.
pub fn distance(&mut self, is_absolute: bool) -> Vec<GCode> {
if is_absolute {
self.absolute()
} else {
self.relative()
}
}
// Outputs gcode command to use absolute motion
pub fn absolute(&mut self) -> Vec<GCode> {
if self.distance_mode == Some(Distance::Relative) || self.distance_mode == None {
self.distance_mode = Some(Distance::Absolute);
vec![GCode::DistanceMode(Distance::Absolute)]
} else {
vec![]
}
}
/// Set the distance mode to relative
pub fn relative(&mut self) -> Vec<GCode> {
if self.distance_mode == Some(Distance::Absolute) || self.distance_mode == None {
self.distance_mode = Some(Distance::Relative);
vec![GCode::DistanceMode(Distance::Relative)]
} else {
vec![]
}
}
}