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FRC2016-old/DriveBase/src/TankDrive.h
Aidan Ferguson 8cca3ff8df It no worky.
2016-02-09 19:32:27 -05:00

83 lines
1.7 KiB
C++

/*
* TankDrive.h
*
* Created on: Jan 28, 2016
* Author: Jason
*/
#ifndef SRC_TANKDRIVE_H_
#define SRC_TANKDRIVE_H_
#ifndef DEADZONE_RADIUS
#define DEADZONE_RADIUS 0.05
#endif // DEADZONE_RADIUS
#include "WPILib.h"
/**
* 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.
*
* TODO: Make this reflect what this class actually does.
*/
class TankDrive {
public:
TankDrive(CANTalon *l1, CANTalon *l2, CANTalon* r1, CANTalon *r2) {
dt1 = new RobotDrive(l1, r1);
CANTalon* left1 = l1;
CANTalon* right1 = r1;
CANTalon* left2 = l2;
CANTalon* right2 = r2;
//dt2 = new RobotDrive(l2, r2);
}
virtual ~TankDrive() {
delete dt1;
// delete dt2;
}
/**
* 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) {
/*float x = js->GetX();
float y = js->GetY();
float th = -((1.0 - (js->GetThrottle()))
/ 2.0);
// set deadzone
if (x > -DEADZONE_RADIUS && x < DEADZONE_RADIUS) {
x = 0;
}
if (y > -DEADZONE_RADIUS && y < DEADZONE_RADIUS) {
y = 0;
}
float speed = y * th;
// TODO: do some math here to smooth out turning?
float rot = x * th;*/
dt1->ArcadeDrive(js);
left2.Set(left1.Get());
right2.Set(right1.Get());
// dt2->ArcadeDrive(js);
/*
dt1->ArcadeDrive(speed, rot, false);
dt2->ArcadeDrive(speed, rot, false);*/
}
private:
RobotDrive *dt1/*, *dt2*/;
CANTalon l1, right1, left2, right2;
};
#endif /* SRC_TANKDRIVE_H_ */