Got the animator fades working

This commit is contained in:
2024-08-25 16:11:06 -04:00
parent 240d4866aa
commit 14ac96988a
10 changed files with 164 additions and 139 deletions

View File

@@ -19,8 +19,8 @@ namespace ANIMATION_TYPES{
};
struct Cell{
V3D position;
V3D color;
V3D<uint32_t> position;
V3D<uint32_t> color;
};
// this contains all of the information to specify exactly how a single frame should look and fade to the next frame

View File

@@ -13,11 +13,11 @@
using namespace ANIMATION_TYPES;
template <const V3D &BOARD_DIMS>
template <const V3D<uint32_t> &BOARD_DIMS>
class Animator{
public:
typedef std::array<std::array<std::array<V3D, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x> Frame;
typedef std::array<std::array<std::array<V3D<uint32_t>, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x> Frame;
void StartAnimation(const std::vector<AnimationFrame> *animationSequence);
@@ -26,15 +26,13 @@ void RunAnimation(const std::chrono::milliseconds& timePassed);
void SetLoop(bool isLooping);
bool HasInterpolatedFrameChanged(){return this->interpolatedFrameHasChanged;}
Frame &GetInterpolatedFrame(){return this->interpolatedFrame;}
bool isEnabled{true};
bool interpolatedFrameHasChanged{false};
private:
bool isLooping{true};
bool interpolatedFrameHasChanged{false};
// these are the uncompressed frames you get by following the key colors and interpolation instructions of an animation frame
Frame startFrame;
Frame interpolatedFrame;
@@ -52,17 +50,17 @@ void copyFrame(Frame &copyFrom, Frame &copyTo){
std::memcpy(&copyTo, &copyFrom, sizeof(Frame));
}
V3D getInterpolatedColor(const AnimationFrame &keyFrame, V3D position);
V3D<uint32_t> getInterpolatedColor(const AnimationFrame &keyFrame, V3D<uint32_t> position);
V3D keyFrame2BoardCoords(const V3D &keyFramePosition);
V3D<uint32_t> keyFrame2BoardCoords(const V3D<uint32_t> &keyFramePosition);
V3D noFillInterpolate(const AnimationFrame &keyFrame, V3D position);
V3D<uint32_t> noFillInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position);
V3D closestColorInterpolate(const AnimationFrame &keyFrame, V3D position);
V3D<uint32_t> closestColorInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position);
V3D linearInterpolate(const AnimationFrame &keyFrame, V3D position);
V3D<uint32_t> linearInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position);
V3D squareInterpolate(const AnimationFrame &keyFrame, V3D position);
V3D<uint32_t> squareInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position);
void PrintUncompressedFrame(){
for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
@@ -78,7 +76,7 @@ void PrintUncompressedFrame(){
};
template <const V3D &BOARD_DIMS>
template <const V3D<uint32_t> &BOARD_DIMS>
void Animator<BOARD_DIMS>::StartAnimation(const std::vector<AnimationFrame> *animationSequence){
this->animationSequence = animationSequence;
@@ -99,13 +97,13 @@ void Animator<BOARD_DIMS>::StartAnimation(const std::vector<AnimationFrame> *ani
this->copyFrame(this->startFrame, this->interpolatedFrame);
this->uncompressFrame((*this->animationSequence)[1], this->endFrame);
}
this->PrintUncompressedFrame();
this->interpolatedFrameHasChanged = true;
}
template <const V3D &BOARD_DIMS>
template <const V3D<uint32_t> &BOARD_DIMS>
void Animator<BOARD_DIMS>::RunAnimation(const std::chrono::milliseconds& timePassed){
if(!(this->isEnabled)){
this->interpolatedFrameHasChanged = false;
return;
}
auto delayTime = (*this->animationSequence)[this->animationIndex].delay;
@@ -118,19 +116,19 @@ void Animator<BOARD_DIMS>::RunAnimation(const std::chrono::milliseconds& timePas
// don't do frame interpolations if we're doing snap fades
if((*this->animationSequence)[this->animationIndex].frameInterpolation == FrameInterpolation::SNAP){
this->interpolatedFrameHasChanged = false;
return;
}
// linearly interpolate between the two uncompressed frames
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++){
V3D startColor{this->startFrame[x][y][z]};
V3D endColor{this->endFrame[x][y][z]};
V3D difference{endColor};
V3D<float> startColor{this->startFrame[x][y][z]};
V3D<float> endColor{this->endFrame[x][y][z]};
V3D<float> difference{endColor};
difference -= startColor;
V3D interpolatedColor{difference};
V3D<float> interpolatedColor{difference};
interpolatedColor *= this->timeElapsed.count();
interpolatedColor /= delayTime.count();
interpolatedColor += startColor;
@@ -143,40 +141,40 @@ void Animator<BOARD_DIMS>::RunAnimation(const std::chrono::milliseconds& timePas
this->interpolatedFrameHasChanged = true;
}
template <const V3D &BOARD_DIMS>
template <const V3D<uint32_t> &BOARD_DIMS>
void Animator<BOARD_DIMS>::SetLoop(bool isLooping){
this->isLooping = isLooping;
}
template <const V3D &BOARD_DIMS>
template <const V3D<uint32_t> &BOARD_DIMS>
void Animator<BOARD_DIMS>::incrimentAnimationIndex(){
if(this->animationIndex < this->animationSequence->size() - 1){
if(this->animationIndex < this->animationSequence->size() - 2){
this->animationIndex++;
this->timeElapsed = std::chrono::milliseconds(0);
this->uncompressFrame((*this->animationSequence)[this->animationIndex], this->startFrame);
this->copyFrame(this->startFrame, this->interpolatedFrame);
this->uncompressFrame((*this->animationSequence)[this->animationIndex + 1], this->endFrame);
}
else if(isLooping){
else{
this->StartAnimation(this->animationSequence);
}
Serial.println("Animator::incrimentAnimationIndex" + String(animationIndex));
this->PrintUncompressedFrame();
this->interpolatedFrameHasChanged = true;
}
template <const V3D &BOARD_DIMS>
template <const V3D<uint32_t> &BOARD_DIMS>
void Animator<BOARD_DIMS>::uncompressFrame(const AnimationFrame &keyFrame, Frame &frameBuffer){
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++){
frameBuffer[x][y][z] = getInterpolatedColor(keyFrame, V3D(x, y, z));
frameBuffer[x][y][z] = getInterpolatedColor(keyFrame, V3D<uint32_t>(x, y, z));
}
}
}
}
template <const V3D &BOARD_DIMS>
V3D Animator<BOARD_DIMS>::getInterpolatedColor(const AnimationFrame &keyFrame, V3D position){
template <const V3D<uint32_t> &BOARD_DIMS>
V3D<uint32_t> Animator<BOARD_DIMS>::getInterpolatedColor(const AnimationFrame &keyFrame, V3D<uint32_t> position){
switch(keyFrame.fillInterpolation){
case FillInterpolation::NO_FILL:
return noFillInterpolate(keyFrame, position);
@@ -187,19 +185,19 @@ V3D Animator<BOARD_DIMS>::getInterpolatedColor(const AnimationFrame &keyFrame, V
case FillInterpolation::SQUARE_WEIGHTED_DISTANCE:
return squareInterpolate(keyFrame, position);
default:
V3D black{};
V3D<uint32_t> black{};
return black;
}
}
template <const V3D &BOARD_DIMS>
V3D Animator<BOARD_DIMS>::keyFrame2BoardCoords(const V3D &keyFramePosition){
V3D returnValue{};
template <const V3D<uint32_t> &BOARD_DIMS>
V3D<uint32_t> Animator<BOARD_DIMS>::keyFrame2BoardCoords(const V3D<uint32_t> &keyFramePosition){
V3D<uint32_t> returnValue{};
float maxValue{static_cast<float>(std::numeric_limits<uint32_t>::max())};
// scale the key frame values down to be within board coordinates
float keyFrame_X = static_cast<float>(BOARD_DIMS.x) * static_cast<float>(keyFramePosition.x) / maxValue;
float keyFrame_Y = static_cast<float>(BOARD_DIMS.y) * static_cast<float>(keyFramePosition.y) / maxValue;
float keyFrame_Z = static_cast<float>(BOARD_DIMS.z) * static_cast<float>(keyFramePosition.z) / maxValue;
float keyFrame_X = static_cast<float>(BOARD_DIMS.x - 1) * static_cast<float>(keyFramePosition.x) / maxValue;
float keyFrame_Y = static_cast<float>(BOARD_DIMS.y - 1) * static_cast<float>(keyFramePosition.y) / maxValue;
float keyFrame_Z = static_cast<float>(BOARD_DIMS.z - 1) * static_cast<float>(keyFramePosition.z) / maxValue;
// carefully quantize the float values back into ints with a precise rounding operation
if(keyFrame_X - std::floor(keyFrame_X) < 0.5f){
@@ -226,9 +224,9 @@ V3D Animator<BOARD_DIMS>::keyFrame2BoardCoords(const V3D &keyFramePosition){
return returnValue;
}
template <const V3D &BOARD_DIMS>
V3D Animator<BOARD_DIMS>::noFillInterpolate(const AnimationFrame &keyFrame, V3D position){
V3D returnColor{};
template <const V3D<uint32_t> &BOARD_DIMS>
V3D<uint32_t> Animator<BOARD_DIMS>::noFillInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position){
V3D<uint32_t> returnColor{};
for(Cell cell : keyFrame.frame){
if(keyFrame2BoardCoords(cell.position) == position){
returnColor = cell.color;
@@ -238,34 +236,35 @@ V3D Animator<BOARD_DIMS>::noFillInterpolate(const AnimationFrame &keyFrame, V3D
return returnColor;
}
template <const V3D &BOARD_DIMS>
V3D Animator<BOARD_DIMS>::closestColorInterpolate(const AnimationFrame &keyFrame, V3D position){
V3D returnColor{};
V3D distance{keyFrame.frame[0].position};
distance -= position;
template <const V3D<uint32_t> &BOARD_DIMS>
V3D<uint32_t> Animator<BOARD_DIMS>::closestColorInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> cubePosition){
Serial.print("X:" + String(cubePosition.x) + ",Y:" + String(cubePosition.y) + ",Z:" + String(cubePosition.z));
V3D<uint32_t> returnColor{keyFrame.frame[0].color};
V3D<uint32_t> distance{keyFrame.frame[0].position};
distance -= cubePosition;
float closestDistance = distance.magnitude();
for(Cell cell : keyFrame.frame){
distance = keyFrame2BoardCoords(cell.position);
distance -= position;
distance -= cubePosition;
float euclidDistance = distance.magnitude();
if(euclidDistance < closestDistance){
returnColor = cell.color;
closestDistance = euclidDistance;
}
}
return returnColor;
}
template <const V3D &BOARD_DIMS>
V3D Animator<BOARD_DIMS>::linearInterpolate(const AnimationFrame &keyFrame, V3D position){
V3D returnColor{};
template <const V3D<uint32_t> &BOARD_DIMS>
V3D<uint32_t> Animator<BOARD_DIMS>::linearInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position){
V3D<uint32_t> returnColor{};
for(Cell cell : keyFrame.frame){
V3D vectorDistance{keyFrame2BoardCoords(cell.position)};
V3D<uint32_t> vectorDistance{keyFrame2BoardCoords(cell.position)};
vectorDistance -= position;
uint32_t distance = static_cast<uint32_t>(vectorDistance.magnitude());
if(distance == 0) distance = 1;
float distance = vectorDistance.magnitude();
if(distance == 0) return cell.color;
returnColor += cell.color;
returnColor /= distance;
}
@@ -275,16 +274,16 @@ V3D Animator<BOARD_DIMS>::linearInterpolate(const AnimationFrame &keyFrame, V3D
return returnColor;
}
template <const V3D &BOARD_DIMS>
V3D Animator<BOARD_DIMS>::squareInterpolate(const AnimationFrame &keyFrame, V3D position){
V3D returnColor{};
template <const V3D<uint32_t> &BOARD_DIMS>
V3D<uint32_t> Animator<BOARD_DIMS>::squareInterpolate(const AnimationFrame &keyFrame, V3D<uint32_t> position){
V3D<uint32_t> returnColor{};
for(Cell cell : keyFrame.frame){
V3D vectorDistance{keyFrame2BoardCoords(cell.position)};
V3D<uint32_t> vectorDistance{keyFrame2BoardCoords(cell.position)};
vectorDistance -= position;
uint32_t distance = static_cast<uint32_t>(vectorDistance.magnitude());
distance *= distance;
if(distance == 0) distance = 1;
if(distance == 0) return cell.color;
returnColor += cell.color;
returnColor /= distance;
}

View File

@@ -8,15 +8,15 @@ using namespace ANIMATION_TYPES;
namespace TestFrames{
V3D red{255,0,0};
V3D green{0,255,0};
V3D blue{0,0,255};
V3D<uint32_t> red{255,0,0};
V3D<uint32_t> green{0,255,0};
V3D<uint32_t> blue{0,0,255};
uint32_t maxValue{std::numeric_limits<uint32_t>::max()};
Cell CreateCell(float x_percent, float y_percent, float z_percent, V3D &color){
Cell CreateCell(float x_percent, float y_percent, float z_percent, V3D<uint32_t> &color){
float continuousMaxValue{static_cast<float>(std::numeric_limits<uint32_t>::max())};
Cell cell{
.position = V3D{
.position = V3D<uint32_t>{
static_cast<uint32_t>(continuousMaxValue*x_percent),
static_cast<uint32_t>(continuousMaxValue*y_percent),
static_cast<uint32_t>(continuousMaxValue*z_percent)
@@ -126,33 +126,43 @@ namespace TestFrames{
squareFillFadeFrame // 7
};
AnimationFrame testFrame1{
.frame = {
CreateCell(0,0,0,red),
// CreateCell(0.5,0.5,0,green),
CreateCell(1,1,0,blue)
},
.fillInterpolation = FillInterpolation::NO_FILL,
.frameInterpolation = FrameInterpolation::FADE,
.delay = std::chrono::milliseconds(10000)
};
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
};
}