Alvaro Cassinelli / Mbed 2 deprecated skinGames_forktest

Dependencies:   mbed

Fork of scoreLight_Advanced by Alvaro Cassinelli

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;