#include "ball.hpp" #include "bsp_delay.h" #include "remote_control.h" #include "detect.h" extern RC_ctrl_t rc_ctrl; extern int key; // 定义状态机变量 BallState_t currentBallState = BALL_IDLE; #define MOTOR_SPEED 1000 const fp32 Ball:: M3508_speed_PID[3] = {5, 0, 0}; //三摩擦轮运球!!! Ball ::Ball() { detect_init(); for(int i = 0;i < MOTOR_NUM;i ++) { hand_Motor[i] = get_motor_point(i); if(i <=3) { hand_Motor[i]->type = M3508;//设置电机类型 PID_init(&speed_pid[i],PID_POSITION,M3508_speed_PID,16000, 6000);//pid初始化 } result[i] = 0; speedSet[i] = 0; } } void Ball ::Spin(float speed) { speedSet[MOTOR_1] = -speed; result[MOTOR_1] = PID_calc(&speed_pid[MOTOR_1],hand_Motor[MOTOR_1]->speed_rpm,speedSet[MOTOR_1]); for(int i = 1;i < MOTOR_NUM;i ++) { speedSet[i] = speed; result[i] = PID_calc(&speed_pid[i],hand_Motor[i]->speed_rpm,speedSet[i]); } CAN_cmd_200(result[MOTOR_1],result[MOTOR_2],result[MOTOR_3],0,&hcan1); osDelay(1); } void Ball::ballHadling(void) { if (key > 0) // 检测按键是否被按下 { if (key % 2 == 1) // key 为奇数,摩擦轮正转 { Spin(5000); // 正转 } else if (key % 2 == 0) // key 为偶数,摩擦轮反转 { Spin(-5000); // 反转 } } } // void Ball::ballHadling(void) // { // static bool isReversed = false; // 静态变量,记录当前摩擦轮状态,初始为正转 // if (key > 0) // 检测按键是否被按下 // { // key = 0; // 重置按键状态,防止重复触发 // if (isReversed) // { // // 当前为反转,切换为正转 // Spin(MOTOR_SPEED); // 正转 // isReversed = false; // } // else // { // // 当前为正转,切换为反转 // Spin(-MOTOR_SPEED); // 反转 // isReversed = true; // } // } // }