Laser Sensing Display for UI interfaces in the real world

Dependencies:   mbed

Fork of skinGames_forktest by Alvaro Cassinelli

Revision:
11:62f7183a03e7
Parent:
10:6f8e48dca1bd
Child:
14:0fc33a3a7b4b
--- a/classLaserSensingTrajectory.h	Wed Apr 11 14:51:08 2012 +0000
+++ b/classLaserSensingTrajectory.h	Thu Apr 12 05:16:48 2012 +0000
@@ -14,7 +14,7 @@
 //    char color; // laser color of the point (we will use the first three bits to set the RGB colors)
     // Detection:
     unsigned char intensity; // detected intensity (in fact, this will be the REFLECTIVITY RATIO if using LUT table, and it's between 0 and 1, but we will multiply by 255 to avoid using a float. 
-    char lightZone; // the thresholded light zone (allow for negative values for simply computing "negative" forces - although this is not necessarily the best option)
+    signed char lightZone; // the thresholded light zone (allow for negative values for simply computing "negative" forces - although this is not necessarily the best option)
 };
 
 
@@ -31,13 +31,13 @@
 
     // DATA:
     vector <laserSensingPoint> lsdTrajectory;
-    char displayColor;
+    unsigned char displayColor;
 
     // software adjustement of mirror delay:
     unsigned char delayMirrorSamples; // this is required because it will affect the way the blob behaves - it could be in the laser renderer, but by putting it here we can have more per-blob fine tunning
 
     // parameters for thresholding:
-    unsigned char autoThreshold; // can be negative
+    unsigned char autoThreshold; // 0 to 255
     
     // Statistics and tests:
     //float lightRatio;