Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Fork of scoreLight_Advanced by
Diff: elasticLoop.h
- Revision:
- 12:0de9cd2bced5
- Parent:
- 4:f9d364f10335
- Child:
- 19:228430f1350e
--- a/elasticLoop.h Thu Apr 12 05:16:48 2012 +0000
+++ b/elasticLoop.h Thu Apr 12 08:38:44 2012 +0000
@@ -32,8 +32,8 @@
~elasticLoop();
// 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, ElasticLoopMode _elasticBlobMode, vector2D _initPos, vector2D _initSpeed);
- virtual void setRegionMotion(int mmix, int mmiy, int mmax, int mmay); // attention: initial position posX and posY should be inside this bounding box...
+ void createBlob(int _id, ElasticLoopMode _elasticBlobMode, 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(); // 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();
@@ -53,8 +53,8 @@
vector<pointMass> massesLoop;
vector<spring> loopSpringArray;
// NOTE: to save memory, we can drop hairVector (use lightForce instead, and then normalize it when required)
- vector<vector2D> hairVector; // the perpendiculars to the loop
- vector<vector2D> lightForce;
+ vector<vector2Df> hairVector; // the perpendiculars to the loop
+ vector<vector2Df> lightForce;
//vector2D totalLightForce; // this belongs to the base class now
// For the central anchor point:
@@ -84,7 +84,7 @@
// float normRecenteringVector;
float angleCorrectionForceNucleus;
- vector2D recenteringVectorNucleus;
+ vector2Df recenteringVectorNucleus;
// Numeric parameters:
float massLoopParticle;
