Add ids to flatbuffer fields in y2012, y2016, frc971, and aos
Change-Id: I9ed9006ce6224e2df0459df47771786b928164a1
diff --git a/y2016/control_loops/shooter/shooter_goal.fbs b/y2016/control_loops/shooter/shooter_goal.fbs
index f041503..5931d57 100644
--- a/y2016/control_loops/shooter/shooter_goal.fbs
+++ b/y2016/control_loops/shooter/shooter_goal.fbs
@@ -4,20 +4,20 @@
// For all angular velocities, positive is shooting the ball out of the robot.
table Goal {
// Angular velocity goals in radians/second.
- angular_velocity:double;
+ angular_velocity:double (id: 0);
- clamp_open:bool; // True to release our clamp on the ball.
+ clamp_open:bool (id: 1); // True to release our clamp on the ball.
// True to push the ball into the shooter.
// If we are in the act of shooting with a goal velocity != 0, wait until it
// is up to speed, push the ball into the shooter, and then wait until it
// spins up and down before letting the piston be released.
- push_to_shooter:bool;
+ push_to_shooter:bool (id: 2);
// Forces the lights on.
- force_lights_on:bool;
+ force_lights_on:bool (id: 3);
// If true, the robot is shooting forwards.
- shooting_forwards:bool;
+ shooting_forwards:bool (id: 4);
}
root_type Goal;
diff --git a/y2016/control_loops/shooter/shooter_output.fbs b/y2016/control_loops/shooter/shooter_output.fbs
index 6d7fcdf..a1f3914 100644
--- a/y2016/control_loops/shooter/shooter_output.fbs
+++ b/y2016/control_loops/shooter/shooter_output.fbs
@@ -2,18 +2,18 @@
table Output {
// Voltage in volts of the left and right shooter motors.
- voltage_left:double;
- voltage_right:double;
+ voltage_left:double (id: 0);
+ voltage_right:double (id: 1);
// See comments on the identical fields in Goal for details.
- clamp_open:bool;
- push_to_shooter:bool;
+ clamp_open:bool (id: 2);
+ push_to_shooter:bool (id: 3);
// If true, the lights are on.
- lights_on:bool;
+ lights_on:bool (id: 4);
- forwards_flashlight:bool;
- backwards_flashlight:bool;
+ forwards_flashlight:bool (id: 5);
+ backwards_flashlight:bool (id: 6);
}
root_type Output;
diff --git a/y2016/control_loops/shooter/shooter_position.fbs b/y2016/control_loops/shooter/shooter_position.fbs
index d97268c..27ac7d8 100644
--- a/y2016/control_loops/shooter/shooter_position.fbs
+++ b/y2016/control_loops/shooter/shooter_position.fbs
@@ -4,8 +4,8 @@
// For all angular velocities, positive is shooting the ball out of the robot.
table Position {
// Wheel angle in radians/second.
- theta_left:double;
- theta_right:double;
+ theta_left:double (id: 0);
+ theta_right:double (id: 1);
}
root_type Position;
diff --git a/y2016/control_loops/shooter/shooter_status.fbs b/y2016/control_loops/shooter/shooter_status.fbs
index 6f6262b..0ea54e5 100644
--- a/y2016/control_loops/shooter/shooter_status.fbs
+++ b/y2016/control_loops/shooter/shooter_status.fbs
@@ -2,26 +2,26 @@
table ShooterSideStatus {
// True if the shooter side is up to speed and stable.
- ready:bool;
+ ready:bool (id: 0);
// The current average velocity in radians/second.
- avg_angular_velocity:double;
+ avg_angular_velocity:double (id: 1);
// The current instantaneous filtered velocity in radians/second.
- angular_velocity:double;
+ angular_velocity:double (id: 2);
}
table Status {
// Left side status.
- left:ShooterSideStatus;
+ left:ShooterSideStatus (id: 0);
// Right side status.
- right:ShooterSideStatus;
+ right:ShooterSideStatus (id: 1);
// True if the shooter is ready. It is better to compare the velocities
// directly so there isn't confusion on if the goal is up to date.
- ready:bool;
+ ready:bool (id: 2);
// The number of shots that have been fired since the start of the shooter
// control loop.
- shots:uint;
+ shots:uint (id: 3);
}
root_type Status;