Laser Sensing Display for UI interfaces in the real world

Dependencies:   mbed

Fork of skinGames_forktest by Alvaro Cassinelli

Revision:
5:73cd58b58f95
Parent:
4:f9d364f10335
Child:
7:0df17f3078bc
--- a/classLaserSensingTrajectory.h	Wed Apr 04 10:05:25 2012 +0000
+++ b/classLaserSensingTrajectory.h	Thu Apr 05 12:29:14 2012 +0000
@@ -27,21 +27,23 @@
 
     // METHODS:
     void processSensedData();
-    void setDelayMirrors(int); // in general, the delay will depend on the number of points being DISPLAYED (in other terms, on the size of lsdTrajectory). 
-    
+    void setDelayMirrors(int); // in general, the delay will depend on the number of points being DISPLAYED (in other terms, on the size of lsdTrajectory).
+
     // DATA:
     vector <laserSensingPoint> lsdTrajectory;
     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
+    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
 
     // parameters for thresholding:
     float autoThreshold;
-
+    
     // Statistics and tests:
-    float maxI, minI;      // Max and Min intensity
+    //  float lightRatio;
+    float maxI, minI;     // Max and Min intensity
     bool lightTouched;     // true if something went over the autoThreshold for the whole loop
+ //   char coko;
 };
 
 #endif