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FRC2016-old/DriveBase/src/TankDrive.h

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/*
* TankDrive.h
*
* Created on: Jan 28, 2016
* Author: Jason
*/
#ifndef SRC_TANKDRIVE_H_
#define SRC_TANKDRIVE_H_
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#ifndef DEADZONE_RADIUS
#define DEADZONE_RADIUS 0.05
#endif // DEADZONE_RADIUS
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#include "WPILib.h"
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/**
* Encapsulates two RobotDrive objects and keeps them synced by sending
* identical ArcadeDrive calls to each. Also handles massaging of Joystick
* data to smooth out drive operations.
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*
* TODO: Make this reflect what this class actually does.
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*/
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class TankDrive {
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public:
TankDrive(CANTalon *l1, CANTalon *l2, CANTalon* r1, CANTalon *r2) {
dt1 = new RobotDrive(l1, r1);
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CANTalon* left1 = l1;
CANTalon* right1 = r1;
CANTalon* left2 = l2;
CANTalon* right2 = r2;
//dt2 = new RobotDrive(l2, r2);
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}
virtual ~TankDrive() {
delete dt1;
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// delete dt2;
}
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/**
* Calls ArcadeDrive on the two RobotDrive objects for the TankDrive.
* Uses #defined DEADZONE_RADIUS to keep the robot from freaking out.
* Some math on the "rot" variable could make the driving smoother, I think.
*/
void Drive(Joystick *js) {
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/*float x = js->GetX();
float y = js->GetY();
float th = -((1.0 - (js->GetThrottle()))
/ 2.0);
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// set deadzone
if (x > -DEADZONE_RADIUS && x < DEADZONE_RADIUS) {
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x = 0;
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}
if (y > -DEADZONE_RADIUS && y < DEADZONE_RADIUS) {
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y = 0;
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}
float speed = y * th;
// TODO: do some math here to smooth out turning?
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float rot = x * th;*/
dt1->ArcadeDrive(js);
left2.Set(left1.Get());
right2.Set(right1.Get());
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// dt2->ArcadeDrive(js);
/*
dt1->ArcadeDrive(speed, rot, false);
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dt2->ArcadeDrive(speed, rot, false);*/
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}
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private:
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RobotDrive *dt1/*, *dt2*/;
CANTalon l1, right1, left2, right2;
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};
#endif /* SRC_TANKDRIVE_H_ */