Laser Sensing Display for UI interfaces in the real world

Dependencies:   mbed

Fork of skinGames_forktest by Alvaro Cassinelli

Revision:
10:6f8e48dca1bd
Parent:
9:3321170d157c
Child:
11:62f7183a03e7
--- a/classLaserSensingTrajectory.h	Wed Apr 11 13:06:23 2012 +0000
+++ b/classLaserSensingTrajectory.h	Wed Apr 11 14:51:08 2012 +0000
@@ -13,7 +13,7 @@
    unsigned short x, y; // position of the point (after rendering - its integer, because it is in "laser projector pixels")
 //    char color; // laser color of the point (we will use the first three bits to set the RGB colors)
     // Detection:
-    float intensity; // detected intensity
+    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)
 };
 
@@ -34,14 +34,14 @@
     char displayColor;
 
     // software adjustement of mirror delay:
-    int 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
+    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:
-    float autoThreshold;
+    unsigned char autoThreshold; // can be negative
     
     // Statistics and tests:
     //float lightRatio;
-    float maxI, minI;     // Max and Min intensity
+    unsigned char maxI, minI;     // Max and Min intensity RATIOS (normalized between 0 and 255)
     bool lightTouched;     // true if something went over the autoThreshold for the whole loop
  //   char coko;
 };