Laser Sensing Display for UI interfaces in the real world
Fork of skinGames_forktest by
classLaserSensingTrajectory.cpp@10:6f8e48dca1bd, 2012-04-11 (annotated)
- Committer:
- mbedalvaro
- Date:
- Wed Apr 11 14:51:08 2012 +0000
- Revision:
- 10:6f8e48dca1bd
- Parent:
- 7:0df17f3078bc
- Child:
- 11:62f7183a03e7
a tester avec le vrai hardware!! (plein de modif sur l'acquisition de l'intensite... unsigned short instead of float)
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
mbedalvaro | 0:345b3bc7a0ea | 1 | #include "classLaserSensingTrajectory.h" |
mbedalvaro | 0:345b3bc7a0ea | 2 | |
mbedalvaro | 0:345b3bc7a0ea | 3 | LaserSensingTrajectory::LaserSensingTrajectory(): lightTouched(false) { |
mbedalvaro | 0:345b3bc7a0ea | 4 | } |
mbedalvaro | 0:345b3bc7a0ea | 5 | |
mbedalvaro | 0:345b3bc7a0ea | 6 | LaserSensingTrajectory::~LaserSensingTrajectory() { |
mbedalvaro | 0:345b3bc7a0ea | 7 | // lsdTrajectory.clear(); // there is no need to clear the vector, the destructor of this vector is called by default (and it's NOT a vector of pointers) |
mbedalvaro | 0:345b3bc7a0ea | 8 | } |
mbedalvaro | 0:345b3bc7a0ea | 9 | |
mbedalvaro | 4:f9d364f10335 | 10 | |
mbedalvaro | 4:f9d364f10335 | 11 | void LaserSensingTrajectory::setDelayMirrors(int delay) { |
mbedalvaro | 4:f9d364f10335 | 12 | delayMirrorSamples=delay; |
mbedalvaro | 4:f9d364f10335 | 13 | } |
mbedalvaro | 4:f9d364f10335 | 14 | |
mbedalvaro | 0:345b3bc7a0ea | 15 | void LaserSensingTrajectory::processSensedData() { |
mbedalvaro | 0:345b3bc7a0ea | 16 | // Compute max and min intensity on the loop |
mbedalvaro | 0:345b3bc7a0ea | 17 | maxI=0; |
mbedalvaro | 10:6f8e48dca1bd | 18 | minI=255; // ratio has been normalized between 0 and 255 |
mbedalvaro | 4:f9d364f10335 | 19 | int auxSize=lsdTrajectory.size(); |
mbedalvaro | 4:f9d364f10335 | 20 | |
mbedalvaro | 5:73cd58b58f95 | 21 | // Compute minimum and maximum intensities: |
mbedalvaro | 0:345b3bc7a0ea | 22 | for (int i = 0; i < lsdTrajectory.size(); i++) { |
mbedalvaro | 10:6f8e48dca1bd | 23 | unsigned char mesI=lsdTrajectory[i].intensity; |
mbedalvaro | 0:345b3bc7a0ea | 24 | if (maxI<mesI) maxI=mesI; |
mbedalvaro | 0:345b3bc7a0ea | 25 | if (minI>mesI) minI=mesI; |
mbedalvaro | 0:345b3bc7a0ea | 26 | } |
mbedalvaro | 0:345b3bc7a0ea | 27 | |
mbedalvaro | 0:345b3bc7a0ea | 28 | // Compute autoThreshold: |
mbedalvaro | 10:6f8e48dca1bd | 29 | if (minI==0) autoThreshold=0; // (we consider that the saccade is FULL on something white) |
mbedalvaro | 10:6f8e48dca1bd | 30 | else if (1.0*maxI/minI > MIN_CONTRAST_RATIO ) { |
mbedalvaro | 10:6f8e48dca1bd | 31 | autoThreshold = (unsigned char) (1.0 * (maxI-minI) * THRESHOLD_FACTOR + minI); // THRESHOLD_FACTOR = 2/3 or 1/2 is a good value. |
mbedalvaro | 0:345b3bc7a0ea | 32 | } else {// ... otherwise, we consider that the saccade is FULL on something white |
mbedalvaro | 10:6f8e48dca1bd | 33 | autoThreshold=0; |
mbedalvaro | 0:345b3bc7a0ea | 34 | } |
mbedalvaro | 0:345b3bc7a0ea | 35 | |
mbedalvaro | 0:345b3bc7a0ea | 36 | // Segment the trajectory (only two levels for the time being, but we can have more - meaning different forces, real or even complex values to have different angle forces...): |
mbedalvaro | 0:345b3bc7a0ea | 37 | // NOTE: if using 1 and -1 instead of 1 and 0, we can avoid having to add a "blob internal pressure"! -1 means a force towards the interior, and +1 outwards... |
mbedalvaro | 0:345b3bc7a0ea | 38 | // This means that the loop will naturally become inside-out depending on the color of the main surface! (but will mantain its normal size). Much better and elegant solution than the |
mbedalvaro | 0:345b3bc7a0ea | 39 | // idea of the blob "constant" internal pressure... |
mbedalvaro | 0:345b3bc7a0ea | 40 | lightTouched=false; |
mbedalvaro | 5:73cd58b58f95 | 41 | // int counterLight=0; |
mbedalvaro | 0:345b3bc7a0ea | 42 | for (int i = 0; i < lsdTrajectory.size(); i++) { |
mbedalvaro | 7:0df17f3078bc | 43 | int delayedpoint=(i+auxSize+delayMirrorSamples)%auxSize; // this way we can have negative delayMirrorSamples if required (would be absurd though) |
mbedalvaro | 10:6f8e48dca1bd | 44 | if (lsdTrajectory[delayedpoint].intensity>=autoThreshold) { // this means a WHITE zone: |
mbedalvaro | 6:444859c27e78 | 45 | lsdTrajectory[i].lightZone= -1;//1; |
mbedalvaro | 5:73cd58b58f95 | 46 | // counterLight++; |
mbedalvaro | 0:345b3bc7a0ea | 47 | } else { // something touched: DARK ZONE |
mbedalvaro | 10:6f8e48dca1bd | 48 | lsdTrajectory[i].lightZone= -1;// 2;//0; |
mbedalvaro | 0:345b3bc7a0ea | 49 | lightTouched=true; // (for the whole loop) |
mbedalvaro | 0:345b3bc7a0ea | 50 | } |
mbedalvaro | 0:345b3bc7a0ea | 51 | } |
mbedalvaro | 5:73cd58b58f95 | 52 | //coko=counterLight; |
mbedalvaro | 5:73cd58b58f95 | 53 | // lightRatio=1.0*counterLight/lsdTrajectory.size(); |
mbedalvaro | 0:345b3bc7a0ea | 54 | } |