Alvaro Cassinelli / Mbed 2 deprecated skinGames_forktest

Dependencies:   mbed

Fork of scoreLight_Advanced by Alvaro Cassinelli

Committer:
mbedalvaro
Date:
Thu Apr 12 08:38:44 2012 +0000
Revision:
12:0de9cd2bced5
Parent:
4:f9d364f10335
Child:
18:d72935b13858
1) template class vector works fine. This way, I have more memory (by defining a rigid scafold using unsigned shorts). I can now make an elastic blob of at least 50 points. ; ; To do: double buffering (this will again take memory, but it may be ok becaus...

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mbedalvaro 0:345b3bc7a0ea 1 #include "soundSpot.h"
mbedalvaro 0:345b3bc7a0ea 2
mbedalvaro 0:345b3bc7a0ea 3 // Constructor:
mbedalvaro 0:345b3bc7a0ea 4 soundSpot::soundSpot() { // by default, the child constructor call the parameterless default constructor (we could force another by doing: soundSpot::soundSpot : LivingSpot (params...) { ..}
mbedalvaro 0:345b3bc7a0ea 5
mbedalvaro 0:345b3bc7a0ea 6 // DEFAULT sending mode will be all off:
mbedalvaro 0:345b3bc7a0ea 7 stopAllSending();
mbedalvaro 0:345b3bc7a0ea 8 resetAllSendingModes();
mbedalvaro 0:345b3bc7a0ea 9
mbedalvaro 0:345b3bc7a0ea 10 initCommonVariables();
mbedalvaro 0:345b3bc7a0ea 11 }
mbedalvaro 0:345b3bc7a0ea 12
mbedalvaro 0:345b3bc7a0ea 13 // IMPORTANT: the destructor of the base class is virtual, but it won't be implemented with the same name in the child class; therefore, it
mbedalvaro 0:345b3bc7a0ea 14 // must be implemented in the base class (and it will be called when using delete of the child, first the delete child, then delete base)
mbedalvaro 0:345b3bc7a0ea 15 soundSpot::~soundSpot() {
mbedalvaro 0:345b3bc7a0ea 16 }
mbedalvaro 0:345b3bc7a0ea 17
mbedalvaro 12:0de9cd2bced5 18 void soundSpot::setColor(unsigned char c) {
mbedalvaro 0:345b3bc7a0ea 19 blobColor=0x07&c; // we will use the first three bits to set the RGB colors.
mbedalvaro 0:345b3bc7a0ea 20 }
mbedalvaro 0:345b3bc7a0ea 21
mbedalvaro 0:345b3bc7a0ea 22 void soundSpot::initCommonVariables() {
mbedalvaro 0:345b3bc7a0ea 23 firstTimeNoTouch=true;
mbedalvaro 0:345b3bc7a0ea 24 // randomForce.set(1,0);// first time there won't be any force, or random force
mbedalvaro 0:345b3bc7a0ea 25 // randomForce=randomForce.getRotatedDeg(1.0*(rand()%360));
mbedalvaro 0:345b3bc7a0ea 26 // randomForce.normalize();
mbedalvaro 0:345b3bc7a0ea 27
mbedalvaro 0:345b3bc7a0ea 28 noTouchedCounter=0;
mbedalvaro 0:345b3bc7a0ea 29 wallCounter=0;
mbedalvaro 0:345b3bc7a0ea 30 blobWallCollision=false;
mbedalvaro 0:345b3bc7a0ea 31 //slidingDirection=true; // (will change when touching wall)
mbedalvaro 0:345b3bc7a0ea 32
mbedalvaro 0:345b3bc7a0ea 33 render=true;
mbedalvaro 0:345b3bc7a0ea 34 standByMode=false;
mbedalvaro 0:345b3bc7a0ea 35 }
mbedalvaro 0:345b3bc7a0ea 36
mbedalvaro 0:345b3bc7a0ea 37 void soundSpot::resetAllSendingModes() {
mbedalvaro 0:345b3bc7a0ea 38 // RESET SENDING DATA:
mbedalvaro 0:345b3bc7a0ea 39 // (a) anchor mass data:
mbedalvaro 0:345b3bc7a0ea 40 sendingAnchorPosition=false;
mbedalvaro 0:345b3bc7a0ea 41 sendingAnchorForce=false; // this is the total force on the anchor mass, not just the recentering force
mbedalvaro 0:345b3bc7a0ea 42 sendingAnchorTouchWall=false;
mbedalvaro 0:345b3bc7a0ea 43 // (b) data from blob points:
mbedalvaro 0:345b3bc7a0ea 44 sendingLoopPositions=true;
mbedalvaro 0:345b3bc7a0ea 45 sendingLoopForces=false;// this is not just the forces from light, but all the forces in each particle
mbedalvaro 0:345b3bc7a0ea 46 sendingLoopForcesLight=false;// forces only from light
mbedalvaro 0:345b3bc7a0ea 47 sendingLoopRegions=false; // from this we can detect "hits"
mbedalvaro 0:345b3bc7a0ea 48 sendingLoopTouchWall=false;
mbedalvaro 0:345b3bc7a0ea 49 // (c) Blob geometry:
mbedalvaro 0:345b3bc7a0ea 50 sendingBlobArea=false;
mbedalvaro 0:345b3bc7a0ea 51 sendingBlobNormals=false;
mbedalvaro 0:345b3bc7a0ea 52 sendingBlobAngles=false; // redundant with sendingBlobNormals, but simplified (only angle of normal)
mbedalvaro 0:345b3bc7a0ea 53 // (d) Light sensing statistics:
mbedalvaro 0:345b3bc7a0ea 54 sendingBlobMaxMin=false;
mbedalvaro 0:345b3bc7a0ea 55 sendingLightForce=false; // the total light force
mbedalvaro 0:345b3bc7a0ea 56 sendingTouched=false;
mbedalvaro 0:345b3bc7a0ea 57 // (e) Recentering vector: (note: redundant with sendingLightForce, IF the correction angle is known).
mbedalvaro 0:345b3bc7a0ea 58 sendingRecenteringVector=false;
mbedalvaro 0:345b3bc7a0ea 59 sendingRecenteringAngle=false;
mbedalvaro 0:345b3bc7a0ea 60 sendingRecenteringNorm=false;
mbedalvaro 0:345b3bc7a0ea 61 }
mbedalvaro 0:345b3bc7a0ea 62
mbedalvaro 0:345b3bc7a0ea 63 void soundSpot::stopAllSending() {
mbedalvaro 0:345b3bc7a0ea 64 // STOP HARDWARE SENDING MODE (per spot):
mbedalvaro 0:345b3bc7a0ea 65 sendSerial=false;
mbedalvaro 0:345b3bc7a0ea 66 sendOSC=true;
mbedalvaro 0:345b3bc7a0ea 67 }
mbedalvaro 0:345b3bc7a0ea 68
mbedalvaro 0:345b3bc7a0ea 69 void soundSpot::sendData(void) { // send data common to all kind of blobs
mbedalvaro 0:345b3bc7a0ea 70 // send common things:
mbedalvaro 0:345b3bc7a0ea 71 // .. TO DO
mbedalvaro 0:345b3bc7a0ea 72
mbedalvaro 0:345b3bc7a0ea 73 // Send data specific to the derived class:
mbedalvaro 0:345b3bc7a0ea 74 sendDataSpecific(); // this will depend on the kind of blob
mbedalvaro 0:345b3bc7a0ea 75 }
mbedalvaro 0:345b3bc7a0ea 76