Deploying to gh-pages from @ Klipper3d/klipper@0105aa330f 🚀
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@@ -983,8 +983,8 @@
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<ul class="md-nav__list">
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<li class="md-nav__item">
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<a href="#smoothed-look-ahead" class="md-nav__link">
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Smoothed look-ahead
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<a href="#minimum-cruise-ratio" class="md-nav__link">
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Minimum cruise ratio
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</a>
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</li>
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@@ -1414,8 +1414,8 @@
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<ul class="md-nav__list">
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<li class="md-nav__item">
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<a href="#smoothed-look-ahead" class="md-nav__link">
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Smoothed look-ahead
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<a href="#minimum-cruise-ratio" class="md-nav__link">
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Minimum cruise ratio
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</a>
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</li>
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@@ -1572,25 +1572,29 @@ that.</p>
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<div class="highlight"><pre><span></span><code>end_velocity^2 = start_velocity^2 + 2*accel*move_distance
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</code></pre></div>
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<h3 id="smoothed-look-ahead">Smoothed look-ahead<a class="headerlink" href="#smoothed-look-ahead" title="Permanent link">¶</a></h3>
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<h3 id="minimum-cruise-ratio">Minimum cruise ratio<a class="headerlink" href="#minimum-cruise-ratio" title="Permanent link">¶</a></h3>
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<p>Klipper also implements a mechanism for smoothing out the motions of
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short "zigzag" moves. Consider the following moves:</p>
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<p><img alt="zigzag" src="img/zigzag.svg.png" /></p>
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<p>In the above, the frequent changes from acceleration to deceleration
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can cause the machine to vibrate which causes stress on the machine
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and increases the noise. To reduce this, Klipper tracks both regular
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move acceleration as well as a virtual "acceleration to deceleration"
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rate. Using this system, the top speed of these short "zigzag" moves
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are limited to smooth out the printer motion:</p>
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and increases the noise. Klipper implements a mechanism to ensure
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there is always some movement at a cruising speed between acceleration
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and deceleration. This is done by reducing the top speed of some moves
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(or sequence of moves) to ensure there is a minimum distance traveled
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at cruising speed relative to the distance traveled during
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acceleration and deceleration.</p>
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<p>Klipper implements this feature by tracking both a regular move
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acceleration as well as a virtual "acceleration to deceleration" rate:</p>
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<p><img alt="smoothed" src="img/smoothed.svg.png" /></p>
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<p>Specifically, the code calculates what the velocity of each move would
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be if it were limited to this virtual "acceleration to deceleration"
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rate (half the normal acceleration rate by default). In the above
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picture the dashed gray lines represent this virtual acceleration rate
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for the first move. If a move can not reach its full cruising speed
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using this virtual acceleration rate then its top speed is reduced to
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the maximum speed it could obtain at this virtual acceleration
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rate. For most moves the limit will be at or above the move's existing
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rate. In the above picture the dashed gray lines represent this
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virtual acceleration rate for the first move. If a move can not reach
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its full cruising speed using this virtual acceleration rate then its
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top speed is reduced to the maximum speed it could obtain at this
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virtual acceleration rate.</p>
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<p>For most moves the limit will be at or above the move's existing
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limits and no change in behavior is induced. For short zigzag moves,
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however, this limit reduces the top speed. Note that it does not
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change the actual acceleration within the move - the move continues to
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