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-rw-r--r--src/survive_process.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/survive_process.c b/src/survive_process.c
index 75453da..edabfff 100644
--- a/src/survive_process.c
+++ b/src/survive_process.c
@@ -6,9 +6,9 @@
//XXX TODO: Once data is avialble in the context, use the stuff here to handle converting from time codes to
//proper angles, then from there perform the rest of the solution.
-void survive_default_light_process( struct SurviveObject * so, int sensor_id, int acode, int timeinsweep, uint32_t timecode, uint32_t length )
+void survive_default_light_process( SurviveObject * so, int sensor_id, int acode, int timeinsweep, uint32_t timecode, uint32_t length )
{
- struct SurviveContext * ctx = so->ctx;
+ SurviveContext * ctx = so->ctx;
int base_station = acode >> 2;
int axis = acode & 1;
@@ -25,7 +25,7 @@ void survive_default_light_process( struct SurviveObject * so, int sensor_id, in
//Need to now do angle correction.
#if 1
- struct BaseStationData * bsd = &ctx->bsd[base_station];
+ BaseStationData * bsd = &ctx->bsd[base_station];
//XXX TODO: This seriously needs to be worked on. See: https://github.com/cnlohr/libsurvive/issues/18
angle += bsd->fcalphase[axis];
@@ -39,9 +39,9 @@ void survive_default_light_process( struct SurviveObject * so, int sensor_id, in
}
-void survive_default_angle_process( struct SurviveObject * so, int sensor_id, int acode, uint32_t timecode, FLT length, FLT angle )
+void survive_default_angle_process( SurviveObject * so, int sensor_id, int acode, uint32_t timecode, FLT length, FLT angle )
{
- struct SurviveContext * ctx = so->ctx;
+ SurviveContext * ctx = so->ctx;
if( ctx->calptr )
{
survive_cal_angle( so, sensor_id, acode, timecode, length, angle );
@@ -51,7 +51,7 @@ void survive_default_angle_process( struct SurviveObject * so, int sensor_id, in
}
-void survive_default_imu_process( struct SurviveObject * so, int16_t * accelgyro, uint32_t timecode, int id )
+void survive_default_imu_process( SurviveObject * so, int16_t * accelgyro, uint32_t timecode, int id )
{
//TODO: Writeme!
}