-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathCubeRotate.cpp
More file actions
484 lines (440 loc) · 13.5 KB
/
CubeRotate.cpp
File metadata and controls
484 lines (440 loc) · 13.5 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
#include "CubeRotate.h"
#include "Arduino.h"
CubeRotate::CubeRotate(Rail front, Rail left, Rail back, Rail right) : front(front), left(left), back(back), right(right)
{}
// Run a set of fixed instructions to go from showing one face
// to another. Transitions are fixed and must be in sequence.
void CubeRotate::ShowNext(int face)
{
switch(face) {
case 1: // Show U
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, left, right);
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
break;
case 2: // Show L
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, left); // M4 vertical
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, left, right); // F top M4 horizontal
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, left); // M4 vertical
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, front); // M2 horizontal
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_ACW, front, back); // L on top M6 horizontal
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, front); // M2 horizontal
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
break;
case 3: // Show F
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, front); // M2 vertical
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, front, back); // F on top M2 horizontal
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, back); // M6 horizontal
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
break;
case 4: // Show R
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, front); // M2 vertical
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, front, back); // F on top M2 horizontal
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, back); // M6 horizontal
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
break;
case 5: // Show B
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, front); // M2 vertical
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, front, back); // F on top M2 horizontal
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, back); // M6 horizontal
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
break;
case 6: // MFB Extended Horizontal // MLR Retracted Vertical
// Restore F top then show D
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, front); // M2 is now vertical, M6 remains horizontal
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, front, back);
this->MoveRail(TURN_CW, front, back); // F is now on top
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, back); // M6 is now vertical too
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, left); // M4 is now horizontal, M8 remains vertical
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, left, right); // D is now on top
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, left); // M4 and M8 now horizontal
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
break;
case 7: // Restore cube and motor states
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, right); // M8 now vertical, M4 remains horizontal
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_ACW, left, right);
this->MoveRail(TURN_ACW, left, right); // U now on top
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, left); // M8 and M4 vertical after turning M4
this->MoveRail(EXTEND, left, right);
break;
}
}
void CubeRotate::R(int count, bool n)
{
// Put U on top if not already
if (!u_top) {
this->UTop();
}
// Prepare for rotation
this->RotateState(RIG);
// Rotate 90 degrees 'count' times in direction
for (int i = 0; i < count; i++) {
this->MoveRail((MoveMode) ((int) n + 2), right);
}
}
void CubeRotate::L(int count, bool n)
{
// Put U on top if not already
if (!u_top) {
this->UTop();
}
// Prepare for rotation
this->RotateState(LEF);
// Rotate 90 degrees 'count' times in direction
for (int i = 0; i < count; i++) {
this->MoveRail((MoveMode) ((int) n + 2), left);
}
}
void CubeRotate::B(int count, bool n)
{
// Put U on top if not already
if (!u_top) {
this->UTop();
}
// Prepare for rotation
this->RotateState(BAC);
// Rotate 90 degrees 'count' times in direction
for (int i = 0; i < count; i++) {
this->MoveRail((MoveMode) ((int) n + 2), back);
}
}
void CubeRotate::Fr(int count, bool n)
{
// Put U on top if not already
if (!u_top) {
this->UTop();
}
// Prepare for rotation
this->RotateState(FRO);
// Rotate 90 degrees 'count' times in direction
for (int i = 0; i < count; i++) {
this->MoveRail((MoveMode) ((int) n + 2), front);
}
}
void CubeRotate::U(int count, bool n)
{
// Put F on top if not already
if (u_top) {
this->FTop();
}
// Prepare for rotation
this->RotateState(FRO);
// Rotate 90 degrees 'count' times in direction
for (int i = 0; i < count; i++) {
this->MoveRail((MoveMode) ((int) n + 2), front);
}
}
void CubeRotate::D(int count, bool n)
{
// Put F on top if not already
if (u_top) {
this->FTop();
}
// Prepare for rotation
this->RotateState(BAC);
// Rotate 90 degrees 'count' times in direction
for (int i = 0; i < count; i++) {
this->MoveRail((MoveMode) ((int) n + 2), back);
}
}
// Yet to be optimized. Runs fixed set of instructions for Y turn.
void CubeRotate::Y(int count, bool n)
{
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, front);
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, front, back);
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, back);
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, left);
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
for (int i = 0; i < count; i++) {
this->MoveRail(TURN_ACW, left, right);
}
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, right);
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, front);
this->MoveRail(EXTEND, front, back);
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_ACW, front, back);
this->MoveRail(EXTEND, left, right);
this->MoveRail(RETRACT, front, back);
this->MoveRail(TURN_CW, back);
this->MoveRail(EXTEND, front, back);
}
void CubeRotate::FTop() {
// Prepare for rotation
this->LRRotateState();
// Rotate!
this->MoveRail(TURN_ACW, left, right);
// Update state
u_top = false;
}
void CubeRotate::UTop() {
// Prepare for rotation
this->LRRotateState();
// Rotate!
this->MoveRail(TURN_CW, left, right);
// Update state
u_top = true;
}
void CubeRotate::MoveRail(MoveMode M, Rail& A) {
// Multiply steps by 8 for linear movements due to microstepping
// Set pins and pulse delay depending on if linear or circular movement
int steps, stepPin, dirPin, dir, pulse_delay;
if ((int) M > 1) {
steps = 50;
stepPin = A.circStep;
dirPin = A.circDir;
dir = (int) M - 2;
pulse_delay = 1000;
} else {
steps = 50 * 8;
stepPin = A.linStep;
dirPin = A.linDir;
dir = (int) M;
pulse_delay = 600;
}
// Set direction pin
digitalWrite(dirPin, dir);
// Send pulses to motor driver
for (int i = 0; i < steps; i++)
{
digitalWrite(stepPin, HIGH);
delayMicroseconds(pulse_delay);
digitalWrite(stepPin, LOW);
delayMicroseconds(pulse_delay);
}
// Set new rail state
if (M > 1) {
A.railState = (RailState) ((int) A.railState ^ 0b01);
} else {
A.railState = (RailState) ((int) A.railState ^ 0b10);
}
}
// Simulatanous
void CubeRotate::MoveRail(MoveMode M, Rail& A, Rail& B) {
// Multiply steps by 8 for linear movements due to microstepping
// Set pins and pulse delay depending on if linear or circular movement
int steps, stepPinA, dirPinA, stepPinB, dirPinB, dir, pulse_delay;
bool linear;
if (M > 1) {
steps = 50;
stepPinA = A.circStep;
dirPinA = A.circDir;
stepPinB = B.circStep;
dirPinB = B.circDir;
dir = (int) M - 2;
pulse_delay = 1000;
linear = false;
} else {
// If extending opposite rails add one microstep
// to maintain a firm grip on the cube
if (M == EXTEND) {
steps = 50 * 8 + 1;
} else {
steps = 50 * 8;
}
// steps = 50 * 8 + 6;
stepPinA = A.linStep;
dirPinA = A.linDir;
stepPinB = B.linStep;
dirPinB = B.linDir;
dir = (int) M;
pulse_delay = 600;
linear = true;
}
// Set direction pin
digitalWrite(dirPinA, dir);
// Spin opposite clocks if circular, or same if linear
if (!linear)
digitalWrite(dirPinB, 1 - (int)dir);
else
digitalWrite(dirPinB, dir);
// Send pulses to motor drivers
for (int i = 0; i < steps; i++)
{
digitalWrite(stepPinA, HIGH);
digitalWrite(stepPinB, HIGH);
delayMicroseconds(1000);
digitalWrite(stepPinA, LOW);
digitalWrite(stepPinB, LOW);
delayMicroseconds(1000);
}
// Set new rail states
if (M > 1) {
A.railState = (RailState) ((int) A.railState ^ 0b01);
B.railState = (RailState) ((int) B.railState ^ 0b01);
} else {
A.railState = (RailState) ((int) A.railState ^ 0b10);
B.railState = (RailState) ((int) B.railState ^ 0b10);
}
}
void CubeRotate::LRRotateState() {
// Targets:
// - Alternate sides must be vertical
// - One of current side must be horizontal
// Make F and B vertical
if (front.railState == EXT_H || back.railState == EXT_H) {
this->MoveRail(RETRACT, front, back);
if (front.railState == RET_H) {
this->MoveRail(TURN_CW, front);
}
if (back.railState == RET_H) {
this->MoveRail(TURN_CW, back);
}
this->MoveRail(EXTEND, front, back);
}
// Make sure one of L and R are horizontal and one vertical
if (left.railState == right.railState) {
this->MoveRail(RETRACT, left, right);
this->MoveRail(TURN_CW, left);
this->MoveRail(EXTEND, left, right);
}
this->MoveRail(RETRACT, front, back);
}
void CubeRotate::RotateState(RotSide side) {
// FB Rotations not used in solve (so simplify)
// Aim for no adjacent horizontals
switch (side) {
case BAC: // Applies for Back too
case FRO: // Front - Ensure F and B can extend. Then ensure L and R are both vertical
// Retracted case
if (front.railState > 1 && back.railState > 1) {
if (front.railState == RET_H && (left.railState == EXT_H || right.railState == EXT_H)) {
this->MoveRail(TURN_CW, front);
}
if (back.railState == RET_H && (left.railState == EXT_H || right.railState == EXT_H)) {
this->MoveRail(TURN_CW, back);
}
this->MoveRail(EXTEND, front, back);
}
// Ensure space (includes extended case)
if (left.railState == EXT_H || right.railState == EXT_H) {
this->MoveRail(RETRACT, left, right);
if (left.railState == RET_H) {
this->MoveRail(TURN_CW, left);
}
if (right.railState == RET_H) {
this->MoveRail(TURN_CW, right);
}
this->MoveRail(EXTEND, left, right);
}
break;
case LEF:
case RIG:
// Ensure F and B extend vertical
if (front.railState > 1 && back.railState > 1) {
if (front.railState == RET_H) {
this->MoveRail(TURN_CW, front);
}
if (back.railState == RET_H) {
this->MoveRail(TURN_CW, back);
}
this->MoveRail(EXTEND, front, back);
} else {
// F and B must be vertical
if (front.railState == EXT_H || back.railState == EXT_H) {
this->MoveRail(RETRACT, front, back);
if (front.railState == RET_H) {
this->MoveRail(TURN_CW, front);
}
if (back.railState == RET_H) {
this->MoveRail(TURN_CW, back);
}
this->MoveRail(EXTEND, front, back);
}
}
break;
default:
break;
}
}
void CubeRotate:: RestoreDefaultState() {
// Put front and back into vertical extended positions
if (front.railState == EXT_H || back.railState == EXT_H) {
this->MoveRail(RETRACT, front, back);
if (front.railState == back.railState) {
this->MoveRail(TURN_CW, front, back);
} else if (front.railState == RET_H) {
this->MoveRail(TURN_CW, front);
} else if (back.railState == RET_H) {
this->MoveRail(TURN_CW, back);
}
this->MoveRail(EXTEND, front, back);
}
// Put left and right into vertical extended positions
if (left.railState == EXT_H || right.railState == EXT_H) {
this->MoveRail(RETRACT, left, right);
if (left.railState == right.railState) {
this->MoveRail(TURN_CW, left, right);
} else if (left.railState == RET_H) {
this->MoveRail(TURN_CW, left);
} else if (right.railState == RET_H) {
this->MoveRail(TURN_CW, right);
}
this->MoveRail(EXTEND, left, right);
}
}