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rigidLoop.h
- Committer:
- mbedalvaro
- Date:
- 2014-12-02
- Revision:
- 1:3be7b7d050f4
- Parent:
- 0:df6fdd9b99f0
File content as of revision 1:3be7b7d050f4:
#ifndef RIGID_LOOP
#define RIGID_LOOP
// Include the basic objects to create the loop
#include "soundSpot.h"
#include "classPointMass.h" // this may be used to move the center of the RIGID loop in dynamically "real" ways
#include "classSpring.h" // same remark than above
using namespace std;
enum RigidLoopMode {SPOT_FOLLOWING, SPOT_GHOST, SPOT_PACMAN, SPOT_AIR_HOCKEY, SPOT_LORENTZ_FORCE,
SPOT_BOUNCING, SPOT_BOUNCING_FACTOR,
SPOT_TEST, SPOT_TRACK, SPOT_TRACK_DOT,
EXPLOSION};
class rigidLoop : public soundSpot {
public:
// Constructor and destructor:
rigidLoop();
virtual ~rigidLoop();
// instantiation of the virtual methods of the base class (we don't need to append "virtual", but for clarity I do):
void createBlob(int _id, RigidLoopMode _rigidBlobMode, vector2Df _initPos, vector2Df _initSpeed);
virtual void setRegionMotion(float mmix, float mmiy, float mmax, float mmay); // attention: initial position posX and posY should be inside this bounding box...
virtual void update(vector2Df referencePos); // update dynamics of the mass loop
virtual void draw(void); // draw the blob (renders on the laser trajectory object lsdTrajectory from the base class, using the openGL laser renderer - not yet done).
virtual void computeBoundingBox();
virtual void sendDataSpecific(void);
virtual void setSpeed(float speed);
virtual void setSize(float size);
virtual void speedFactor(float speedfactor);
virtual void sizeFactor(float sizeFactor);
virtual void explosion(); // not very nice programming style, it should be a MODE instead or something like that.
virtual vector2Df getCenter();
virtual void resetPositionSpeed() {centerMass.setInitialCondition(startCenter, startSpeed);};
virtual void setPositionSpeed(vector2Df _pos, vector2Df _spe) {centerMass.setInitialCondition(_pos, _spe);};
virtual void showChildParameters();
// methods that are new to this class (not in base class):
void initSizeBlob(int _numPoints);
void createLoopFromScafold(void); // this is much simpler than the elastic blob (here, we only need to add a central mass)
// void processLoopData(); // not needed, because the loop is rigid.
RigidLoopMode updateMode;
// The number of points in the loop (in this case, is just the number of points in the scaffold, as well as the number of points in the lsdTrajectory)
// int numPoints; // this belongs to soundSpot base class
pointMass centerMass; // this is the center of the rigidLoop. Note that it can have mass or not, this will depend on the RigidLoopMode
float integrationStep;
// The following are common to all blobs:
// float angleCorrectionForceLoop;
// vector2D recenteringVectorLoop;
// float angleRecenteringVector; // auxiliary variables for sending data (for the recenteringVectorLoop)
// float normRecenteringVector;
// other modes:
bool slidingDirection; // for contour following
// numeric parameters:
float saccadeRadius;
// THINGS FOR CONTOUR FOLLOWING:
float saccadeRadius_initial; // this is for SEARCH MODE (remember initial radius)
bool justSearched;
float rotationAngle; // note: in the future, rotation would be done by the openGL-like renderer
float massCenter;
float dampMotionCenterMass;
float speedContourFollowing; // this is given as a percentage of the radius of the circle
float factorBouncingForce; // spring force when penetrating on dark zone (used by SPOT_BOUNCING)
float factorAbsorptionShock; // factor speed damping when bouncing on dark zone (used in SPOT_BOUNCING_FACTOR)
};
#endif