Got the animator fades working
This commit is contained in:
@@ -20,7 +20,7 @@ static constexpr uint32_t BOARD_WIDTH{3};
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static constexpr uint32_t BOARD_LENGTH{3};
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static constexpr uint32_t BOARD_HEIGHT{3};
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static constexpr V3D BOARD_DIMENSIONS{BOARD_WIDTH, BOARD_LENGTH, BOARD_HEIGHT};
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static constexpr V3D<uint32_t> BOARD_DIMENSIONS{BOARD_WIDTH, BOARD_LENGTH, BOARD_HEIGHT};
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// define the number of stacks
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static constexpr uint32_t NUMBER_STACKS{BOARD_WIDTH * BOARD_LENGTH};
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@@ -3,17 +3,31 @@
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#include <cstdint>
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#include <cmath>
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template <typename Type>
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class V3D{
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public:
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constexpr V3D(const V3D& other):
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x(other.x),
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y(other.y),
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z(other.z){}
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z(other.z){
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static_assert(std::is_arithmetic<Type>::value, "Type must be a number");
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}
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constexpr V3D(uint32_t x=0, uint32_t y=0, uint32_t z=0):
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constexpr V3D(Type x=0, Type y=0, Type z=0):
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x(x),
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y(y),
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z(z){}
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z(z){
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static_assert(std::is_arithmetic<Type>::value, "Type must be a number");
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}
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template <typename OtherType>
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constexpr V3D(const V3D<OtherType> other):
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x(static_cast<Type>(other.x)),
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y(static_cast<Type>(other.y)),
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z(static_cast<Type>(other.z)){
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static_assert(std::is_arithmetic<Type>::value, "Type must be a number");
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static_assert(std::is_arithmetic<OtherType>::value, "OtherType must be a number");
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}
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V3D& operator=(const V3D &other){
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this->x = other.x;
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@@ -36,7 +50,7 @@ class V3D{
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return *this;
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}
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V3D& operator/=(const uint32_t scalar){
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V3D& operator/=(const Type scalar){
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if(scalar == 0){
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return *this;
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}
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@@ -46,7 +60,7 @@ class V3D{
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return *this;
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}
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V3D& operator*=(const uint32_t scalar){
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V3D& operator*=(const Type scalar){
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this->x *= scalar;
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this->y *= scalar;
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this->z *= scalar;
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@@ -58,9 +72,9 @@ class V3D{
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}
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float magnitude(){
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return std::sqrt(this->x * this->x + this->y * this->y + this->z * this-> z);
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return std::sqrt(static_cast<float>(this->x * this->x + this->y * this->y + this->z * this->z));
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}
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uint32_t x;
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uint32_t y;
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uint32_t z;
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Type x;
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Type y;
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Type z;
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};
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@@ -19,8 +19,8 @@ namespace ANIMATION_TYPES{
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};
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struct Cell{
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V3D position;
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V3D color;
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V3D<uint32_t> position;
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V3D<uint32_t> color;
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};
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// this contains all of the information to specify exactly how a single frame should look and fade to the next frame
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@@ -13,11 +13,11 @@
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using namespace ANIMATION_TYPES;
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template <const V3D &BOARD_DIMS>
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template <const V3D<uint32_t> &BOARD_DIMS>
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class Animator{
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public:
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typedef std::array<std::array<std::array<V3D, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x> Frame;
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typedef std::array<std::array<std::array<V3D<uint32_t>, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x> Frame;
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void StartAnimation(const std::vector<AnimationFrame> *animationSequence);
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@@ -26,15 +26,13 @@ void RunAnimation(const std::chrono::milliseconds& timePassed);
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void SetLoop(bool isLooping);
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bool HasInterpolatedFrameChanged(){return this->interpolatedFrameHasChanged;}
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Frame &GetInterpolatedFrame(){return this->interpolatedFrame;}
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bool isEnabled{true};
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bool interpolatedFrameHasChanged{false};
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private:
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bool isLooping{true};
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bool interpolatedFrameHasChanged{false};
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// these are the uncompressed frames you get by following the key colors and interpolation instructions of an animation frame
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Frame startFrame;
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Frame interpolatedFrame;
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@@ -52,17 +50,17 @@ void copyFrame(Frame ©From, Frame ©To){
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std::memcpy(©To, ©From, sizeof(Frame));
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}
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V3D getInterpolatedColor(const AnimationFrame &keyFrame, V3D position);
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V3D<uint32_t> getInterpolatedColor(const AnimationFrame &keyFrame, V3D<uint32_t> position);
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V3D keyFrame2BoardCoords(const V3D &keyFramePosition);
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V3D<uint32_t> keyFrame2BoardCoords(const V3D<uint32_t> &keyFramePosition);
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V3D noFillInterpolate(const AnimationFrame &keyFrame, V3D position);
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V3D<uint32_t> noFillInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position);
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V3D closestColorInterpolate(const AnimationFrame &keyFrame, V3D position);
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V3D<uint32_t> closestColorInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position);
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V3D linearInterpolate(const AnimationFrame &keyFrame, V3D position);
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V3D<uint32_t> linearInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position);
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V3D squareInterpolate(const AnimationFrame &keyFrame, V3D position);
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V3D<uint32_t> squareInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position);
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void PrintUncompressedFrame(){
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for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
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@@ -78,7 +76,7 @@ void PrintUncompressedFrame(){
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};
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template <const V3D &BOARD_DIMS>
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template <const V3D<uint32_t> &BOARD_DIMS>
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void Animator<BOARD_DIMS>::StartAnimation(const std::vector<AnimationFrame> *animationSequence){
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this->animationSequence = animationSequence;
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@@ -99,13 +97,13 @@ void Animator<BOARD_DIMS>::StartAnimation(const std::vector<AnimationFrame> *ani
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this->copyFrame(this->startFrame, this->interpolatedFrame);
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this->uncompressFrame((*this->animationSequence)[1], this->endFrame);
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}
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this->PrintUncompressedFrame();
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this->interpolatedFrameHasChanged = true;
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}
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template <const V3D &BOARD_DIMS>
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template <const V3D<uint32_t> &BOARD_DIMS>
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void Animator<BOARD_DIMS>::RunAnimation(const std::chrono::milliseconds& timePassed){
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if(!(this->isEnabled)){
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this->interpolatedFrameHasChanged = false;
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return;
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}
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auto delayTime = (*this->animationSequence)[this->animationIndex].delay;
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@@ -118,19 +116,19 @@ void Animator<BOARD_DIMS>::RunAnimation(const std::chrono::milliseconds& timePas
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// don't do frame interpolations if we're doing snap fades
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if((*this->animationSequence)[this->animationIndex].frameInterpolation == FrameInterpolation::SNAP){
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this->interpolatedFrameHasChanged = false;
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return;
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}
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// linearly interpolate between the two uncompressed frames
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for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
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for(uint32_t y = 0; y < BOARD_DIMS.y; y++){
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for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
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V3D startColor{this->startFrame[x][y][z]};
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V3D endColor{this->endFrame[x][y][z]};
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V3D difference{endColor};
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V3D<float> startColor{this->startFrame[x][y][z]};
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V3D<float> endColor{this->endFrame[x][y][z]};
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V3D<float> difference{endColor};
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difference -= startColor;
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V3D interpolatedColor{difference};
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V3D<float> interpolatedColor{difference};
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interpolatedColor *= this->timeElapsed.count();
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interpolatedColor /= delayTime.count();
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interpolatedColor += startColor;
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@@ -143,40 +141,40 @@ void Animator<BOARD_DIMS>::RunAnimation(const std::chrono::milliseconds& timePas
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this->interpolatedFrameHasChanged = true;
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}
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template <const V3D &BOARD_DIMS>
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template <const V3D<uint32_t> &BOARD_DIMS>
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void Animator<BOARD_DIMS>::SetLoop(bool isLooping){
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this->isLooping = isLooping;
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}
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template <const V3D &BOARD_DIMS>
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template <const V3D<uint32_t> &BOARD_DIMS>
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void Animator<BOARD_DIMS>::incrimentAnimationIndex(){
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if(this->animationIndex < this->animationSequence->size() - 1){
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if(this->animationIndex < this->animationSequence->size() - 2){
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this->animationIndex++;
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this->timeElapsed = std::chrono::milliseconds(0);
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this->uncompressFrame((*this->animationSequence)[this->animationIndex], this->startFrame);
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this->copyFrame(this->startFrame, this->interpolatedFrame);
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this->uncompressFrame((*this->animationSequence)[this->animationIndex + 1], this->endFrame);
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}
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else if(isLooping){
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else{
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this->StartAnimation(this->animationSequence);
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}
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Serial.println("Animator::incrimentAnimationIndex" + String(animationIndex));
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this->PrintUncompressedFrame();
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this->interpolatedFrameHasChanged = true;
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}
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template <const V3D &BOARD_DIMS>
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template <const V3D<uint32_t> &BOARD_DIMS>
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void Animator<BOARD_DIMS>::uncompressFrame(const AnimationFrame &keyFrame, Frame &frameBuffer){
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for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
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for(uint32_t y = 0; y < BOARD_DIMS.y; y++){
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for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
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frameBuffer[x][y][z] = getInterpolatedColor(keyFrame, V3D(x, y, z));
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frameBuffer[x][y][z] = getInterpolatedColor(keyFrame, V3D<uint32_t>(x, y, z));
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}
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}
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}
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}
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template <const V3D &BOARD_DIMS>
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V3D Animator<BOARD_DIMS>::getInterpolatedColor(const AnimationFrame &keyFrame, V3D position){
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template <const V3D<uint32_t> &BOARD_DIMS>
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V3D<uint32_t> Animator<BOARD_DIMS>::getInterpolatedColor(const AnimationFrame &keyFrame, V3D<uint32_t> position){
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switch(keyFrame.fillInterpolation){
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case FillInterpolation::NO_FILL:
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return noFillInterpolate(keyFrame, position);
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@@ -187,19 +185,19 @@ V3D Animator<BOARD_DIMS>::getInterpolatedColor(const AnimationFrame &keyFrame, V
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case FillInterpolation::SQUARE_WEIGHTED_DISTANCE:
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return squareInterpolate(keyFrame, position);
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default:
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V3D black{};
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V3D<uint32_t> black{};
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return black;
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}
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}
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template <const V3D &BOARD_DIMS>
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V3D Animator<BOARD_DIMS>::keyFrame2BoardCoords(const V3D &keyFramePosition){
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V3D returnValue{};
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template <const V3D<uint32_t> &BOARD_DIMS>
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V3D<uint32_t> Animator<BOARD_DIMS>::keyFrame2BoardCoords(const V3D<uint32_t> &keyFramePosition){
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V3D<uint32_t> returnValue{};
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float maxValue{static_cast<float>(std::numeric_limits<uint32_t>::max())};
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// scale the key frame values down to be within board coordinates
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float keyFrame_X = static_cast<float>(BOARD_DIMS.x) * static_cast<float>(keyFramePosition.x) / maxValue;
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float keyFrame_Y = static_cast<float>(BOARD_DIMS.y) * static_cast<float>(keyFramePosition.y) / maxValue;
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float keyFrame_Z = static_cast<float>(BOARD_DIMS.z) * static_cast<float>(keyFramePosition.z) / maxValue;
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float keyFrame_X = static_cast<float>(BOARD_DIMS.x - 1) * static_cast<float>(keyFramePosition.x) / maxValue;
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float keyFrame_Y = static_cast<float>(BOARD_DIMS.y - 1) * static_cast<float>(keyFramePosition.y) / maxValue;
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float keyFrame_Z = static_cast<float>(BOARD_DIMS.z - 1) * static_cast<float>(keyFramePosition.z) / maxValue;
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// carefully quantize the float values back into ints with a precise rounding operation
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if(keyFrame_X - std::floor(keyFrame_X) < 0.5f){
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@@ -226,9 +224,9 @@ V3D Animator<BOARD_DIMS>::keyFrame2BoardCoords(const V3D &keyFramePosition){
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return returnValue;
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}
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template <const V3D &BOARD_DIMS>
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V3D Animator<BOARD_DIMS>::noFillInterpolate(const AnimationFrame &keyFrame, V3D position){
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V3D returnColor{};
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template <const V3D<uint32_t> &BOARD_DIMS>
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V3D<uint32_t> Animator<BOARD_DIMS>::noFillInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position){
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V3D<uint32_t> returnColor{};
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for(Cell cell : keyFrame.frame){
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if(keyFrame2BoardCoords(cell.position) == position){
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returnColor = cell.color;
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@@ -238,34 +236,35 @@ V3D Animator<BOARD_DIMS>::noFillInterpolate(const AnimationFrame &keyFrame, V3D
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return returnColor;
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}
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template <const V3D &BOARD_DIMS>
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V3D Animator<BOARD_DIMS>::closestColorInterpolate(const AnimationFrame &keyFrame, V3D position){
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V3D returnColor{};
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V3D distance{keyFrame.frame[0].position};
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distance -= position;
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template <const V3D<uint32_t> &BOARD_DIMS>
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V3D<uint32_t> Animator<BOARD_DIMS>::closestColorInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> cubePosition){
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Serial.print("X:" + String(cubePosition.x) + ",Y:" + String(cubePosition.y) + ",Z:" + String(cubePosition.z));
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V3D<uint32_t> returnColor{keyFrame.frame[0].color};
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V3D<uint32_t> distance{keyFrame.frame[0].position};
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distance -= cubePosition;
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float closestDistance = distance.magnitude();
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for(Cell cell : keyFrame.frame){
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distance = keyFrame2BoardCoords(cell.position);
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distance -= position;
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distance -= cubePosition;
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float euclidDistance = distance.magnitude();
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if(euclidDistance < closestDistance){
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returnColor = cell.color;
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closestDistance = euclidDistance;
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}
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}
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return returnColor;
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}
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template <const V3D &BOARD_DIMS>
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V3D Animator<BOARD_DIMS>::linearInterpolate(const AnimationFrame &keyFrame, V3D position){
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V3D returnColor{};
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template <const V3D<uint32_t> &BOARD_DIMS>
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V3D<uint32_t> Animator<BOARD_DIMS>::linearInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position){
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V3D<uint32_t> returnColor{};
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for(Cell cell : keyFrame.frame){
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V3D vectorDistance{keyFrame2BoardCoords(cell.position)};
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V3D<uint32_t> vectorDistance{keyFrame2BoardCoords(cell.position)};
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vectorDistance -= position;
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uint32_t distance = static_cast<uint32_t>(vectorDistance.magnitude());
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if(distance == 0) distance = 1;
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float distance = vectorDistance.magnitude();
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if(distance == 0) return cell.color;
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returnColor += cell.color;
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returnColor /= distance;
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}
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@@ -275,16 +274,16 @@ V3D Animator<BOARD_DIMS>::linearInterpolate(const AnimationFrame &keyFrame, V3D
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return returnColor;
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}
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template <const V3D &BOARD_DIMS>
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V3D Animator<BOARD_DIMS>::squareInterpolate(const AnimationFrame &keyFrame, V3D position){
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V3D returnColor{};
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template <const V3D<uint32_t> &BOARD_DIMS>
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V3D<uint32_t> Animator<BOARD_DIMS>::squareInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position){
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V3D<uint32_t> returnColor{};
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for(Cell cell : keyFrame.frame){
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V3D vectorDistance{keyFrame2BoardCoords(cell.position)};
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V3D<uint32_t> vectorDistance{keyFrame2BoardCoords(cell.position)};
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vectorDistance -= position;
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uint32_t distance = static_cast<uint32_t>(vectorDistance.magnitude());
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distance *= distance;
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if(distance == 0) distance = 1;
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if(distance == 0) return cell.color;
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returnColor += cell.color;
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returnColor /= distance;
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}
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@@ -8,15 +8,15 @@ using namespace ANIMATION_TYPES;
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namespace TestFrames{
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V3D red{255,0,0};
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V3D green{0,255,0};
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V3D blue{0,0,255};
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V3D<uint32_t> red{255,0,0};
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V3D<uint32_t> green{0,255,0};
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V3D<uint32_t> blue{0,0,255};
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uint32_t maxValue{std::numeric_limits<uint32_t>::max()};
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Cell CreateCell(float x_percent, float y_percent, float z_percent, V3D &color){
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Cell CreateCell(float x_percent, float y_percent, float z_percent, V3D<uint32_t> &color){
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float continuousMaxValue{static_cast<float>(std::numeric_limits<uint32_t>::max())};
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Cell cell{
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.position = V3D{
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.position = V3D<uint32_t>{
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static_cast<uint32_t>(continuousMaxValue*x_percent),
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static_cast<uint32_t>(continuousMaxValue*y_percent),
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static_cast<uint32_t>(continuousMaxValue*z_percent)
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@@ -126,33 +126,43 @@ namespace TestFrames{
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squareFillFadeFrame // 7
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};
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AnimationFrame testFrame1{
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.frame = {
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CreateCell(0,0,0,red),
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// CreateCell(0.5,0.5,0,green),
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CreateCell(1,1,0,blue)
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},
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.fillInterpolation = FillInterpolation::NO_FILL,
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.frameInterpolation = FrameInterpolation::FADE,
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.delay = std::chrono::milliseconds(10000)
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||||
};
|
||||
|
||||
AnimationFrame noFillFrame2{
|
||||
AnimationFrame testFrame2{
|
||||
.frame = {
|
||||
CreateCell(0,1,0,red),
|
||||
// CreateCell(0.5,0.5,0,green),
|
||||
CreateCell(1,0,0,green)
|
||||
},
|
||||
.fillInterpolation = FillInterpolation::NO_FILL,
|
||||
.frameInterpolation = FrameInterpolation::SNAP,
|
||||
.frameInterpolation = FrameInterpolation::FADE,
|
||||
.delay = std::chrono::milliseconds(10000)
|
||||
};
|
||||
|
||||
AnimationFrame noFillFrame3{
|
||||
AnimationFrame testFrame3{
|
||||
.frame = {
|
||||
CreateCell(0.5,0.5,0,red),
|
||||
// CreateCell(0.5,0.5,0,green),
|
||||
CreateCell(0,1,0,blue)
|
||||
},
|
||||
.fillInterpolation = FillInterpolation::NO_FILL,
|
||||
.frameInterpolation = FrameInterpolation::SNAP,
|
||||
.frameInterpolation = FrameInterpolation::FADE,
|
||||
.delay = std::chrono::milliseconds(10000)
|
||||
};
|
||||
|
||||
std::vector<AnimationFrame> testAnimationSequence1{
|
||||
noFillFrame,
|
||||
noFillFrame2,
|
||||
noFillFrame3,
|
||||
noFillFrame3
|
||||
testFrame1,
|
||||
testFrame2,
|
||||
testFrame3,
|
||||
testFrame1
|
||||
};
|
||||
}
|
||||
@@ -12,13 +12,13 @@
|
||||
#include "BoardTypes.h"
|
||||
#include "Vector3D.h"
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
class Board{
|
||||
public:
|
||||
Board() = default;
|
||||
~Board() = default;
|
||||
|
||||
constexpr const V3D &GetSize() const{return BOARD_DIMS;}
|
||||
constexpr const V3D<uint32_t> &GetSize() const{return BOARD_DIMS;}
|
||||
constexpr uint32_t GetNumberCubes() const{return BOARD_DIMS.x * BOARD_DIMS.y * BOARD_DIMS.z;}
|
||||
|
||||
constexpr uint32_t GetMaxDimension(){return std::max(std::max(BOARD_DIMS.x, BOARD_DIMS.y), BOARD_DIMS.z);}
|
||||
@@ -34,7 +34,7 @@ class Board{
|
||||
* @brief fill the entire board with the given color
|
||||
* @param color the color to fill the board with
|
||||
*/
|
||||
void FillColor(const V3D &color);
|
||||
void FillColor(const V3D<uint32_t> &color);
|
||||
|
||||
/**
|
||||
* @brief Set the color of the cube at the given position.
|
||||
@@ -43,7 +43,7 @@ class Board{
|
||||
* @param position the position of the cube.
|
||||
* @param color the color you want the cube to be
|
||||
*/
|
||||
void SetCubeColor(const V3D &position, const V3D &color);
|
||||
void SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color);
|
||||
|
||||
/**
|
||||
* @brief Set the occupation status of the cube at a given position
|
||||
@@ -52,7 +52,7 @@ class Board{
|
||||
* @post if the new occupation status of the cube is different than
|
||||
* the old occupation status, this will enable boardStateHasChanged.
|
||||
*/
|
||||
void SetCubeOccupation(const V3D &position, bool occupation);
|
||||
void SetCubeOccupation(const V3D<uint32_t> &position, bool occupation);
|
||||
|
||||
/**
|
||||
* @returns true if the board state has changed since this flag was last set to false
|
||||
@@ -69,18 +69,18 @@ class Board{
|
||||
* @brief Get a column along any axis read into the sliceBuffer
|
||||
* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
|
||||
* the x,y values specify the location of the column in that plane
|
||||
* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
|
||||
* to fill. IE To fill one stack at 0,2 I would say give V3D<uint32_t>(0,2,PLANE_NORMAL::Z)
|
||||
* @param sliceBuffer an array of pointers to the cubes along that column
|
||||
* @returns the number of elements written into the slice buffer
|
||||
* @note That array is stored locally and will be overwritten everytime this function is called.
|
||||
* Also, any unused spots at the end of the array will be nullptrs
|
||||
* @warning allocate the size of the slice buffer using GetMaxDimension if you don't know what you're doing!
|
||||
*/
|
||||
uint32_t SliceBoard(const V3D &column, BOARD_TYPES::Cube ** sliceBuffer);
|
||||
uint32_t SliceBoard(const V3D<uint32_t> &column, BOARD_TYPES::Cube ** sliceBuffer);
|
||||
|
||||
void PrintEntireBoard() const;
|
||||
|
||||
void UpdateAllColors(const std::array<std::array<std::array<V3D, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x>& colorFrame){
|
||||
void UpdateAllColors(const std::array<std::array<std::array<V3D<uint32_t>, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x>& colorFrame){
|
||||
for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
|
||||
for(uint32_t y = 0; y < BOARD_DIMS.y; y++){
|
||||
for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
|
||||
@@ -106,7 +106,7 @@ class Board{
|
||||
bool boardStateHasChanged;
|
||||
};
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
|
||||
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> linearizedBoard;
|
||||
for(uint32_t x{0}; x < BOARD_DIMS.x; x++){
|
||||
@@ -126,8 +126,8 @@ void Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
|
||||
}
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
void Board<BOARD_DIMS>::FillColor(const V3D &color){
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void Board<BOARD_DIMS>::FillColor(const V3D<uint32_t> &color){
|
||||
for(uint32_t x{0}; x < BOARD_DIMS.x; x++){
|
||||
for(uint32_t y{0}; y < BOARD_DIMS.y; y++){
|
||||
for(uint32_t z{0}; z < BOARD_DIMS.z; z++){
|
||||
@@ -137,23 +137,23 @@ void Board<BOARD_DIMS>::FillColor(const V3D &color){
|
||||
}
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
void Board<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void Board<BOARD_DIMS>::SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color){
|
||||
this->cubes[position.x][position.y][position.z].color = color;
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
void Board<BOARD_DIMS>::SetCubeOccupation(const V3D &position, bool occupation){
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void Board<BOARD_DIMS>::SetCubeOccupation(const V3D<uint32_t> &position, bool occupation){
|
||||
bool oldOccupation{this->cubes[position.x][position.y][position.z].isOccupied};
|
||||
this->cubes[position.x][position.y][position.z].isOccupied = occupation;
|
||||
if(occupation != oldOccupation) this->boardStateHasChanged = true;
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
uint32_t Board<BOARD_DIMS>::SliceBoard(const V3D &column, BOARD_TYPES::Cube ** sliceBuffer){
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
uint32_t Board<BOARD_DIMS>::SliceBoard(const V3D<uint32_t> &column, BOARD_TYPES::Cube ** sliceBuffer){
|
||||
uint32_t columnLength{0};
|
||||
V3D indexIncrimentVector{};
|
||||
V3D indexVector{};
|
||||
V3D<uint32_t> indexIncrimentVector{};
|
||||
V3D<uint32_t> indexVector{};
|
||||
|
||||
switch(column.z){
|
||||
case BOARD_TYPES::PLANE_NORMAL::X:
|
||||
@@ -189,7 +189,7 @@ uint32_t Board<BOARD_DIMS>::SliceBoard(const V3D &column, BOARD_TYPES::Cube ** s
|
||||
return columnLength;
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void Board<BOARD_DIMS>::PrintEntireBoard() const{
|
||||
for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
|
||||
for(uint32_t y = 0; y < BOARD_DIMS.y; y++){
|
||||
|
||||
@@ -129,7 +129,7 @@ void BoardDriver<NUM_STACKS>::UpdateStackLEDs(
|
||||
){
|
||||
this->pixelController.setPin(this->stacks[stackIndex].ledPin);
|
||||
for(int i = 0; i < numCubes; i++){
|
||||
V3D color{cubes[i]->color};
|
||||
V3D<uint32_t> color{cubes[i]->color};
|
||||
this->pixelController.setPixelColor(i*2, this->pixelController.Color(color.x, color.y, color.z));
|
||||
this->pixelController.setPixelColor((i*2 + 1), this->pixelController.Color(color.x, color.y, color.z));
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#include "Vector3D.h"
|
||||
#include "Animator.h"
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
class BoardManager{
|
||||
public:
|
||||
BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver, Animator<BOARD_DIMS> &animator);
|
||||
@@ -31,7 +31,7 @@ class BoardManager{
|
||||
* @param position the position of the cube
|
||||
* @param color the oclor you want the cube to be
|
||||
*/
|
||||
void SetCubeColor(const V3D &position, const V3D &color);
|
||||
void SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color);
|
||||
|
||||
/**
|
||||
* @brief Set the color of one column of cubes.
|
||||
@@ -40,17 +40,17 @@ class BoardManager{
|
||||
* @param column the column vector
|
||||
* @param color the color you want the column to be
|
||||
*/
|
||||
void SetColumnColors(const V3D &column, const V3D *color, uint32_t numColors);
|
||||
void SetColumnColors(const V3D<uint32_t> &column, const V3D<uint32_t> *color, uint32_t numColors);
|
||||
|
||||
|
||||
/**
|
||||
* @brief Fill a column along any axis with a color
|
||||
* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
|
||||
* the x,y values specify the location of the column in that plane
|
||||
* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
|
||||
* to fill. IE To fill one stack at 0,2 I would say give V3D<uint32_t>(0,2,PLANE_NORMAL::Z)
|
||||
* @param color the color you want to fill the column with
|
||||
*/
|
||||
void FillColumnColor(const V3D &column, const V3D &color);
|
||||
void FillColumnColor(const V3D<uint32_t> &column, const V3D<uint32_t> &color);
|
||||
|
||||
/**
|
||||
* @returns true if the board has changed state
|
||||
@@ -67,14 +67,14 @@ class BoardManager{
|
||||
*/
|
||||
void Board2StackString(String& messageBuffer);
|
||||
|
||||
void FillColor(const V3D &color){this->board.FillColor(color);}
|
||||
void FillColor(const V3D<uint32_t> &color){this->board.FillColor(color);}
|
||||
|
||||
private:
|
||||
BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &driver;
|
||||
Board<BOARD_DIMS> board{};
|
||||
Animator<BOARD_DIMS> &animator;
|
||||
|
||||
void updateStackColors(const V3D &column);
|
||||
void updateStackColors(const V3D<uint32_t> &column);
|
||||
|
||||
uint32_t getColumnHeight(BOARD_TYPES::PLANE_NORMAL normal){
|
||||
switch(normal){
|
||||
@@ -95,24 +95,25 @@ class BoardManager{
|
||||
void updateColorsFromAnimator();
|
||||
|
||||
};
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::updateColorsFromAnimator(){
|
||||
if(this->animator.HasInterpolatedFrameChanged()){
|
||||
if(this->animator.interpolatedFrameHasChanged){
|
||||
this->board.UpdateAllColors(this->animator.GetInterpolatedFrame());
|
||||
this->animator.interpolatedFrameHasChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
BoardManager<BOARD_DIMS>::BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver, Animator<BOARD_DIMS> &animator):
|
||||
driver(boardDriver),
|
||||
animator(animator){}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::Init(){
|
||||
this->driver.Init();
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::Update(){
|
||||
this->updateColorsFromAnimator();
|
||||
// update the occupied cubes on the board and the cube colors
|
||||
@@ -121,13 +122,13 @@ void BoardManager<BOARD_DIMS>::Update(){
|
||||
uint32_t stackIndex{y * BOARD_DIMS.x + x};
|
||||
uint32_t numCubes{this->driver.GetNumberCubes(stackIndex)};
|
||||
for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
|
||||
V3D cubePosition{x, y, z};
|
||||
V3D<uint32_t> cubePosition{x, y, z};
|
||||
// update the cube's occupation
|
||||
this->board.SetCubeOccupation(cubePosition, z < numCubes);
|
||||
}
|
||||
|
||||
// create the column vector for the slice direction
|
||||
V3D sliceVector{x,y,BOARD_TYPES::PLANE_NORMAL::Z};
|
||||
V3D<uint32_t> sliceVector{x,y,BOARD_TYPES::PLANE_NORMAL::Z};
|
||||
// create a cube slice array buffer
|
||||
BOARD_TYPES::Cube* sliceBuffer[BOARD_DIMS.z];
|
||||
// have the board slice get read into our buffer
|
||||
@@ -138,10 +139,10 @@ void BoardManager<BOARD_DIMS>::Update(){
|
||||
}
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::updateStackColors(const V3D &column){
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::updateStackColors(const V3D<uint32_t> &column){
|
||||
// the only column type allowed here is z.
|
||||
V3D sliceVector{column.x, column.y, BOARD_TYPES::Z};
|
||||
V3D<uint32_t> sliceVector{column.x, column.y, BOARD_TYPES::Z};
|
||||
// create a buffer for slice board to write the cube slice into
|
||||
BOARD_TYPES::Cube * cubeSlice[BOARD_DIMS.z];
|
||||
this->board.SliceBoard(column, cubeSlice);
|
||||
@@ -150,15 +151,15 @@ void BoardManager<BOARD_DIMS>::updateStackColors(const V3D &column){
|
||||
this->driver.UpdateStackLEDs(BOARD_DIMS.x, cubeSlice, numCubes);
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color){
|
||||
this->board.SetCubeColor(position, color);
|
||||
V3D slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z};
|
||||
V3D<uint32_t> slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z};
|
||||
this->updateStackColors(slice);
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D &column, const V3D *color, uint32_t numColors){
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D<uint32_t> &column, const V3D<uint32_t> *color, uint32_t numColors){
|
||||
uint32_t columnHeight{this->getColumnHeight(static_cast<BOARD_TYPES::PLANE_NORMAL>(column.z))};
|
||||
|
||||
// create a cube pointer buffer and store a board slice into it
|
||||
@@ -171,11 +172,11 @@ void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D &column, const V3D *col
|
||||
}
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D &column, const V3D &color){
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D<uint32_t> &column, const V3D<uint32_t> &color){
|
||||
uint32_t columnHeight{this->getColumnHeight(column.z)};
|
||||
|
||||
V3D colors[columnHeight];
|
||||
V3D<uint32_t> colors[columnHeight];
|
||||
for(uint32_t i = 0; i < columnHeight; i++){
|
||||
colors[i] = color;
|
||||
}
|
||||
@@ -183,13 +184,13 @@ void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D &column, const V3D &col
|
||||
this->SetColumnColors(column, colors);
|
||||
}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
bool BoardManager<BOARD_DIMS>::HasBoardChanged(){return this->board.BoardStateChanged();}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::ClearBoardChanged(){this->board.SetStateChanged(false);}
|
||||
|
||||
template <const V3D &BOARD_DIMS>
|
||||
template <const V3D<uint32_t> &BOARD_DIMS>
|
||||
void BoardManager<BOARD_DIMS>::Board2StackString(String& messageBuffer){
|
||||
this->board.ToStackString(messageBuffer);
|
||||
}
|
||||
|
||||
@@ -20,7 +20,7 @@ namespace BOARD_TYPES{
|
||||
};
|
||||
|
||||
struct Cube{
|
||||
V3D color;
|
||||
V3D<uint32_t> color;
|
||||
bool isOccupied{false};
|
||||
};
|
||||
};
|
||||
13
src/main.cpp
13
src/main.cpp
@@ -83,15 +83,15 @@ void SetStackColor(uint32_t * args, int argsLength){
|
||||
uint32_t Y_COORD{(stackNum - X_COORD) / BOARD_DIMENSIONS.y};
|
||||
|
||||
uint32_t numColors = (argsLength - 2) / 3;
|
||||
V3D colors[numColors];
|
||||
V3D<uint32_t> colors[numColors];
|
||||
|
||||
for(int i = 0; i < numColors; i++){
|
||||
uint32_t red = args[2 + (i * 3)];
|
||||
uint32_t green = args[3 + (i * 3)];
|
||||
uint32_t blue = args[4 + (i * 3)];
|
||||
colors[i] = V3D{red, green, blue};
|
||||
colors[i] = V3D<uint32_t>{red, green, blue};
|
||||
}
|
||||
boardManager.SetColumnColors(V3D{X_COORD, Y_COORD, BOARD_TYPES::PLANE_NORMAL::Z}, colors, numColors);
|
||||
boardManager.SetColumnColors(V3D<uint32_t>{X_COORD, Y_COORD, BOARD_TYPES::PLANE_NORMAL::Z}, colors, numColors);
|
||||
}
|
||||
|
||||
void parseData(Message<SERIAL_CHAR_LENGTH, SERIAL_ARG_LENGTH> &message){
|
||||
@@ -110,7 +110,7 @@ void parseData(Message<SERIAL_CHAR_LENGTH, SERIAL_ARG_LENGTH> &message){
|
||||
case Commands::SetStackColors:{
|
||||
GlobalPrint::Println("!2;");
|
||||
animator.isEnabled = false;
|
||||
V3D black{};
|
||||
V3D<uint32_t> black{};
|
||||
boardManager.FillColor(black);
|
||||
SetStackColor(reinterpret_cast<uint32_t *>(args), argsLength);
|
||||
break;
|
||||
@@ -157,14 +157,15 @@ void UpdateBoard(void * params){
|
||||
auto updateTickRate{std::chrono::milliseconds(8)};
|
||||
auto boardStateTimer{std::chrono::milliseconds(0)};
|
||||
auto boardStateMaxUpdatePeriod{std::chrono::milliseconds(34)}; // this is a little slower than 30fps
|
||||
|
||||
unsigned long accurateTimer{millis()};
|
||||
for(;;){
|
||||
if(boardStateTimer >= boardStateMaxUpdatePeriod && boardManager.HasBoardChanged()){
|
||||
printBoardState();
|
||||
boardManager.ClearBoardChanged();
|
||||
}
|
||||
|
||||
animator.RunAnimation(updateTickRate);
|
||||
animator.RunAnimation(std::chrono::milliseconds(millis() - accurateTimer));
|
||||
accurateTimer = millis();
|
||||
boardManager.Update();
|
||||
|
||||
boardStateTimer += updateTickRate;
|
||||
|
||||
Reference in New Issue
Block a user