Laser Sensing Display for UI interfaces in the real world

Dependencies:   mbed

Fork of skinGames_forktest by Alvaro Cassinelli

Revision:
25:74cb85b85fd2
Parent:
24:4e52031a495b
Child:
30:d8af03f01cd4
--- a/classLaserSensingTrajectory.h	Mon Jun 18 08:00:57 2012 +0000
+++ b/classLaserSensingTrajectory.h	Mon Jun 18 11:37:00 2012 +0000
@@ -11,7 +11,7 @@
 struct laserSensingPoint {
     // Position and color (after rendering)
    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)
+    // char color; // per point laser color (not used yet)
     // 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. 
     signed char lightZone; // the thresholded light zone (allow for negative values for simply computing "negative" forces - although this is not necessarily the best option)
@@ -32,7 +32,7 @@
 
     // DATA:
     vector <laserSensingPoint> lsdTrajectory;
-    unsigned char displayColor;
+    unsigned char displayColor; // per blob color
 
     // software adjustement of mirror delay:
     unsigned char delayMirrorSamples; // this is required because it will affect the way the blob behaves - it