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project (7).cpp
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project (7).cpp
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//Begin page At Base
void at_Base(){
game.atBaseStation();
game.getNumSamplesHeld();
if (game.atBaseStation()==true){
game.dropSample(0);
game.dropSample(1);
game.dropSample(2);
}
if (game.getNumSamplesHeld()==0){
step++;
}
}
//End page At Base
//Begin page Go To Base
void goto_BaseR(){
api.getMyZRState(myState);
for (int l=0; l<3; l++){
myPos[l]=myState[l];
}
mathVecSubtract(vectorBetween,basePosR,myPos,3);
distance = mathVecMagnitude(vectorBetween,3);
if (distance > 0.01){
api.setPositionTarget(basePosR);
}
else if (distance <= 0.01) {
step++;
}
}
//End page Go To Base
//Begin page Go to Base L
void goto_BaseL(){
api.getMyZRState(myState);
for (int l=0; l<3; l++){
myPos[l]=myState[l];
}
mathVecSubtract(vectorBetween,basePosL,myPos,3);
distance = mathVecMagnitude(vectorBetween,3);
if (distance > 0.01){
api.setPositionTarget(basePosL);
}
else if (distance <= 0.01) {
step++;
}
}
//End page Go to Base L
//Begin page Step 0: Pos A
void get_posA(){
if (counter < 3){
api.setVelocityTarget(fuerza);
}
else {
api.setPositionTarget(posA);
}
counter++;
}
/*api.getMyZRState(myState);
for (int i=0; i<3; i++){
myPos[i]=myState[i];
}
mathVecSubtract(vectorBetween,posA,myPos,3);
distance = mathVecMagnitude(vectorBetween,3);
if (distance >= 0.01){
api.setPositionTarget(posA);
}
else if (distance < 0.01) {
step++;
}
}
api.getMyZRState(myState);
for (int i=0;i<3;i++){
myPos[i]=myState[i];
}
mathVecSubtract(vectorBetween,posA,myPos,3);
distance = mathVecMagnitude(vectorBetween,3);
if (distance > 0.1){
api.setForces(vectorBetween);
}
else {
api.setPositionTarget(posA);
}
DEBUG(("distance = %f",distance));
}*/
//End page Step 0: Pos A
//Begin page Step 1: Drill Pos A
void start_DrillingA(){
api.getMyZRState(myState);
game.getDrills(myState);
game.getDrillError();
api.setPositionTarget(posA);
if (game.getDrillError() == false){
if (game.getDrills(myState) <= 0){
game.getDrillEnabled();
api.setAttRateTarget(stop);
}
if (myState[11] >= stop[3]){
game.startDrill();
api.setAttRateTarget(rateTarget);
game.checkSample();
}
if (game.checkSample()==true){
game.pickupSample();
game.getNumSamplesHeld();
}
if (game.getNumSamplesHeld() == 2){
api.setAttRateTarget(stop);
}
if ((myState[11] <= stop[2]) && (game.getNumSamplesHeld() == 2)){
game.stopDrill();
step++;
}
}
}
//End page Step 1: Drill Pos A
//Begin page Step 4: Pos B
void get_posB(){
api.getMyZRState(myState);
for (int i=0; i<3; i++){
myPos[i]=myState[i];
}
mathVecSubtract(vectorBetween,posB,myPos,3);
distance = mathVecMagnitude(vectorBetween,3);
if (distance > 0.01){
api.setPositionTarget(posB);
}
else if (distance <= 0.01) {
step++;
}
}
//End page Step 4: Pos B
//Begin page Step 5: Drill Pos B
void start_DrillingB(){
api.getMyZRState(myState);
game.getDrills(myState);
game.getDrillError();
api.setPositionTarget(posB);
if (game.getDrillError() == false){
if (game.getDrills(myState) <= 0){
game.getDrillEnabled();
api.setAttRateTarget(stop);
}
if (myState[11] >= stop[3]){
game.startDrill();
api.setAttRateTarget(rateTarget);
game.checkSample();
}
if (game.checkSample()==true){
game.pickupSample();
game.getNumSamplesHeld();
}
if (game.getNumSamplesHeld()==2){
api.setAttRateTarget(stop);
}
if ((myState[11] <= stop[2]) && (game.getNumSamplesHeld() == 2)){
game.stopDrill();
step++;
}
}
}
//End page Step 5: Drill Pos B
//Begin page Step 8: Pos C
void get_posC(){
api.getMyZRState(myState);
for (int i=0; i<3; i++){
myPos[i]=myState[i];
}
mathVecSubtract(vectorBetween,posC,myPos,3);
distance = mathVecMagnitude(vectorBetween,3);
if (distance > 0.01){
api.setPositionTarget(posC);
}
else if (distance <= 0.01) {
step++;
}
}
//End page Step 8: Pos C
//Begin page Step 9: Drill Pos C
void start_DrillingC(){
api.getMyZRState(myState);
game.getDrills(myState);
game.getDrillError();
api.setPositionTarget(posC);
if (game.getDrillError() == false){
if (game.getDrills(myState) <= 0){
game.getDrillEnabled();
api.setAttRateTarget(stop);
}
if (myState[11] >= stop[3]){
game.startDrill();
api.setAttRateTarget(rateTarget);
game.checkSample();
}
if (game.checkSample()==true){
game.pickupSample();
game.getNumSamplesHeld();
}
if (game.getNumSamplesHeld()==2){
api.setAttRateTarget(stop);
}
if ((myState[11] <= stop[3]) && (game.getNumSamplesHeld() == 2)){
game.stopDrill();
step++;
}
}
}
//End page Step 9: Drill Pos C
//Begin page main
//Declare any variables shared between functions here
float myState[12];
int step;
float myPos[3];
float posA[3];
float posB[3];
float posC[3];
float basePosR[3];
float basePosL[3];
float vectorBetween[3];
float distance;
float rateTarget[3];
float stop[3];
int counter;
float fuerza[3];
void init(){
//This function is called once when your code is first loaded.
//IMPORTANT: make sure to set any variables that need an initial value.
//Do not assume variables will be set to 0 automatically!
posA[0]=0.35;
posA[1]=0.35;
posA[2]=0.0;
posB[0]=-0.35;
posB[1]=0.35;
posB[2]=0.0;
posC[0]=0.15;
posC[1]=0.15;
posC[2]=0.0;
basePosR[0]=0.1;
basePosR[1]=0.1;
basePosR[2]=0.0;
basePosL[0]=-0.1;
basePosL[1]=0.1;
basePosL[2]=0.0;
rateTarget[0]=0.0;
rateTarget[1]=0.0;
rateTarget[2]=36*PI/180;
stop[0]=0.0;
stop[1]=0.0;
stop[2]=0.0;
step = 0;
fuerza[0]=10;
fuerza[1]=10;
fuerza[2]=10;
counter = 0;
}
void loop(){
//This function is called once per second. Use it to control the satellite.
switch (step) {
case 0:
get_posA();
if (myState == posA)
{
step ++
}
break;
case 1:
start_DrillingA();
break;
case 2:
goto_BaseR();
break;
case 3:
at_Base();
break;
case 4:
get_posB();
break;
case 5:
start_DrillingB();
break;
case 6:
goto_BaseL();
break;
case 7:
at_Base();
break;
}
DEBUG(("Step = %d",step));
}
//End page main