/****************************************************************************** * Function: DisabledPeriodic * * Description: Run the functions that are expected during the period when the * robot is disabled. ******************************************************************************/ void DisabledPeriodic() { Scheduler::GetInstance()->Run(); Light1.Set(1); Light2.Set(1); while(IsDisabled()) { UpdateActuatorCmnds(0,0,false,false,false,false,false,false,false,0,0,0,0,0); ReadAutonSwitch(); UpdateSmartDashboad(Sw1.Get(), Sw2.Get(), Sw3.Get(), Sw4.Get(), BlSw.Get(), (double)AutonState, (double)0, ballarm.GetDistance(), gyroOne.GetAngle(), accel.GetX(), accel.GetY(), accel.GetZ(), (double)0, (double)0); wait(kUpdatePeriod); } }
/** * Drive left & right motors for 2 seconds then stop */ void Autonomous() { dOut.Set(uint32_t(currentLedState = !currentLedState)); Wait(2.0); // for 2 seconds dOut.Set(uint32_t(currentLedState = !currentLedState)); Wait(2.0); // for 2 seconds }
static void* InterruptTriggerer(void* data) { DigitalOutput* output = static_cast<DigitalOutput*>(data); output->Set(false); Wait(kSynchronousInterruptTime); output->Set(true); return nullptr; }
virtual void SetUp() { m_outputA = new DigitalOutput(TestBench::kLoop2OutputChannel); m_outputB = new DigitalOutput(TestBench::kLoop1OutputChannel); m_indexOutput = new AnalogOutput(TestBench::kAnalogOutputChannel); m_outputA->Set(false); m_outputB->Set(false); m_encoder = new Encoder(TestBench::kLoop1InputChannel, TestBench::kLoop2InputChannel); m_indexAnalogTrigger = new AnalogTrigger(TestBench::kFakeAnalogOutputChannel); m_indexAnalogTrigger->SetLimitsVoltage(2.0, 3.0); m_indexAnalogTriggerOutput = m_indexAnalogTrigger->CreateOutput(AnalogTriggerType::kState); }
/** * Output pulses to the encoder's input channels to simulate a change of 100 ticks */ void Simulate100QuadratureTicks() { for(int i = 0; i < 100; i++) { m_outputA->Set(true); Wait(kDelayTime); m_outputB->Set(true); Wait(kDelayTime); m_outputA->Set(false); Wait(kDelayTime); m_outputB->Set(false); Wait(kDelayTime); } }
void RA14Robot::EndOfCycleMaintenance() { //CurrentSensorReset->Set(1); // ResetSetting = ! ResetSetting; // CurrentSensorReset->Set(ResetSetting); if (resetCurrentSensorTimer->Get() > Config::GetSetting( "curent_sensor_reset_time", .1)) { CurrentSensorReset->Set(1); resetCurrentSensorTimer->Reset(); CurrentSensorReset->Set(0); } logging(); target->Parse(""); //signalOutCycle->Set(0); }
/** * Runs the motors with arcade steering. */ void OperatorControl() { while (IsOperatorControl() && IsEnabled()) { Wait(2.0); // wait for a motor update time dOut.Set(uint32_t(currentLedState = !currentLedState)); } }
void Reset() { m_compressor->Stop(); m_fakePressureSwitch->Set(false); }
/** * Set the value of a digital output. * Set the value of a digital output to either one (true) or zero (false). * * @param slot The slot this digital module is plugged into * @param channel The channel being used for this digital output * @param value The 0/1 value set to the port. */ void SetDigitalOutput(UINT8 moduleNumber, UINT32 channel, UINT32 value) { DigitalOutput *digOut = AllocateDigitalOutput(moduleNumber, channel); if (digOut) digOut->Set(value); }
void TeleopPeriodic(void) { float x = gamepad->GetLeftX(); float y = gamepad->GetLeftY(); float rot = gamepad->GetRightX(); //small gamepad values are ignored if (x < 0.1f && x > -0.1f) { x = 0; } if (y < 0.1f && y > -0.1f) { y = 0; } if (rot < 0.1f && rot > -0.1f) { rot = 0; } drive->MecanumDrive_Cartesian(SPEED_LIMIT * x, SPEED_LIMIT * y, SPEED_LIMIT * rot); //shoot smoke if button is pressed if (gamepad2->GetNumberedButton(FIRE_SMOKE_BUTTON)){ //SHOOT SMOKE! //makingSmoke = !makingSmoke; smoke_cannon->Set(SMOKE_CANNON_SPEED); lcd->PrintfLine(DriverStationLCD::kUser_Line5, "Shooting"); firing_smoke_timer->Start(); //measure how long we've fired smoke, so we know if it's ok to make more } else { smoke_cannon->Set(0.0f); lcd->PrintfLine(DriverStationLCD::kUser_Line5, "Not shooting"); firing_smoke_timer->Stop(); //stop the timer, since we're not firing smoke. //don't reset, cuz we need to how much smoke we've fired. } //Eye Code // float eye_pos = gamepad2->GetLeftX(); // // right_eye_x->Set((eye_pos * 60) + default_eye_position); // left_eye_x->Set((eye_pos * 60) + default_eye_position - LEFT_EYE_OFFSET); // // //button lock code // if(gamepad2->GetNumberedButtonPressed(EYE_LOCK_BUTTON)){ // default_eye_position = eye_pos; // } // //left eye control //If A isn't pressed the value should stay the same as before if (!gamepad2->GetNumberedButton(1)){ float left_joystick_x = gamepad2->GetLeftX(); float left_eye_x_axis = (1 - left_joystick_x)*60; left_eye_val = left_eye_x_axis + 50; float right_joystick_x = gamepad2->GetRawAxis(4);//right x axis float right_eye_x_axis = (1-right_joystick_x)*60; right_eye_val = right_eye_x_axis+20; } left_eye_x->SetAngle(left_eye_val); right_eye_x->SetAngle(right_eye_val); //float right_joystick_y = gamepad2->GetRawAxis(4); //float right_eye_y_axis = (right_joystick_y+1)*60; //right_eye_y->SetAngle(right_eye_y_axis); /* bool rbutton = gamepad2->GetNumberedButton(HEAD_UP_BUTTON); bool lbutton = gamepad2->Ge tNumberedButton(HEAD_DOWN_BUTTON); if (rbutton){ lcd->PrintfLine(DriverStationLCD::kUser_Line6, "rb pressed"); jaw_motor->Set(0.2f); }else if(lbutton){ lcd->PrintfLine(DriverStationLCD::kUser_Line6, "lb pressed"); jaw_motor->Set(-0.15f); }else{ lcd->PrintfLine(DriverStationLCD::kUser_Line6, "no buttons"); jaw_motor->Set(0.0f); } */ //REAL head & jaw code //move head down if(gamepad2->GetRightX()<=-0.5f && can_move_head_down() && can_move_jaw_down()){ head_motor->Set(-0.3f); jaw_motor->Set(0.3f); } //move head up else if(gamepad2->GetNumberedButton(HEAD_UP_BUTTON) && can_move_head_up()){ head_motor->Set(0.3f); jaw_motor->Set(-0.3f); } //move jaw down else if(gamepad2->GetRightX()>=0.5f && can_move_jaw_down()){ jaw_motor->Set(0.3f); } //move jaw up else if(gamepad2->GetNumberedButton(JAW_UP_BUTTON) && can_move_jaw_up()){ jaw_motor->Set(-0.3f); } //sets to zero if no buttons pressed else { jaw_motor->Set(0.0f); head_motor->Set(0.0f); } lcd->PrintfLine(DriverStationLCD::kUser_Line6, "b:%d t:%d c:%d", bottomjaw_limit->Get(), tophead_limit->Get(), crash_limit->Get()); //Smoke code if (gamepad2->GetNumberedButton(MAKE_SMOKE_BUTTON)){ //MAKE SMOKE!!!!!!!!!!! //only if we don't have too much excess smoke if (making_smoke_timer->Get() - firing_smoke_timer->Get() < MAX_EXCESS_SMOKE_TIME){ lcd->PrintfLine(DriverStationLCD::kUser_Line4, "smoke"); smoke_machine->Set(true); } else { lcd->PrintfLine(DriverStationLCD::kUser_Line4, "too much smoke"); smoke_machine->Set(false); } making_smoke_timer->Start(); //measure how long we've been making smoke, so we don't overflow the machine //doesn't do anything if we've already started the timer } else { lcd->PrintfLine(DriverStationLCD::kUser_Line4, "not smoke"); smoke_machine->Set(false); making_smoke_timer->Stop(); //stop the timer, since we're not making smoke //don't reset it, cuz we need to know how much smoke we've made } //if both timers are the same, we can set them both to zero to ensure we don't overflow them or something if (making_smoke_timer->Get() == firing_smoke_timer->Get()){ making_smoke_timer->Reset(); firing_smoke_timer->Reset(); } lcd->PrintfLine(DriverStationLCD::kUser_Line1, "x:%f", x); lcd->PrintfLine(DriverStationLCD::kUser_Line2, "y:%f", y); lcd->PrintfLine(DriverStationLCD::kUser_Line3, "r:%f", rot); lcd->UpdateLCD(); }
void Reset() { m_output->Set(false); }