Got the animator fades working
This commit is contained in:
@@ -12,13 +12,13 @@
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#include "BoardTypes.h"
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#include "Vector3D.h"
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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 Board{
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public:
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Board() = default;
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~Board() = default;
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constexpr const V3D &GetSize() const{return BOARD_DIMS;}
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constexpr const V3D<uint32_t> &GetSize() const{return BOARD_DIMS;}
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constexpr uint32_t GetNumberCubes() const{return BOARD_DIMS.x * BOARD_DIMS.y * BOARD_DIMS.z;}
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constexpr uint32_t GetMaxDimension(){return std::max(std::max(BOARD_DIMS.x, BOARD_DIMS.y), BOARD_DIMS.z);}
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@@ -34,7 +34,7 @@ class Board{
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* @brief fill the entire board with the given color
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* @param color the color to fill the board with
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*/
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void FillColor(const V3D &color);
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void FillColor(const V3D<uint32_t> &color);
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/**
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* @brief Set the color of the cube at the given position.
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@@ -43,7 +43,7 @@ class Board{
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* @param position the position of the cube.
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* @param color the color you want the cube to be
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*/
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void SetCubeColor(const V3D &position, const V3D &color);
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void SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color);
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/**
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* @brief Set the occupation status of the cube at a given position
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@@ -52,7 +52,7 @@ class Board{
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* @post if the new occupation status of the cube is different than
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* the old occupation status, this will enable boardStateHasChanged.
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*/
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void SetCubeOccupation(const V3D &position, bool occupation);
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void SetCubeOccupation(const V3D<uint32_t> &position, bool occupation);
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/**
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* @returns true if the board state has changed since this flag was last set to false
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@@ -69,18 +69,18 @@ class Board{
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* @brief Get a column along any axis read into the sliceBuffer
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* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
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* the x,y values specify the location of the column in that plane
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* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
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* to fill. IE To fill one stack at 0,2 I would say give V3D<uint32_t>(0,2,PLANE_NORMAL::Z)
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* @param sliceBuffer an array of pointers to the cubes along that column
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* @returns the number of elements written into the slice buffer
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* @note That array is stored locally and will be overwritten everytime this function is called.
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* Also, any unused spots at the end of the array will be nullptrs
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* @warning allocate the size of the slice buffer using GetMaxDimension if you don't know what you're doing!
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*/
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uint32_t SliceBoard(const V3D &column, BOARD_TYPES::Cube ** sliceBuffer);
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uint32_t SliceBoard(const V3D<uint32_t> &column, BOARD_TYPES::Cube ** sliceBuffer);
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void PrintEntireBoard() const;
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void UpdateAllColors(const std::array<std::array<std::array<V3D, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x>& colorFrame){
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void UpdateAllColors(const std::array<std::array<std::array<V3D<uint32_t>, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x>& colorFrame){
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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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@@ -106,7 +106,7 @@ class Board{
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bool boardStateHasChanged;
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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 Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
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std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> linearizedBoard;
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for(uint32_t x{0}; x < BOARD_DIMS.x; x++){
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@@ -126,8 +126,8 @@ void Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
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}
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}
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template <const V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::FillColor(const V3D &color){
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template <const V3D<uint32_t> &BOARD_DIMS>
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void Board<BOARD_DIMS>::FillColor(const V3D<uint32_t> &color){
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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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@@ -137,23 +137,23 @@ void Board<BOARD_DIMS>::FillColor(const V3D &color){
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}
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}
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template <const V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
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template <const V3D<uint32_t> &BOARD_DIMS>
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void Board<BOARD_DIMS>::SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color){
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this->cubes[position.x][position.y][position.z].color = color;
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}
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template <const V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::SetCubeOccupation(const V3D &position, bool occupation){
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template <const V3D<uint32_t> &BOARD_DIMS>
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void Board<BOARD_DIMS>::SetCubeOccupation(const V3D<uint32_t> &position, bool occupation){
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bool oldOccupation{this->cubes[position.x][position.y][position.z].isOccupied};
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this->cubes[position.x][position.y][position.z].isOccupied = occupation;
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if(occupation != oldOccupation) this->boardStateHasChanged = true;
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}
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template <const V3D &BOARD_DIMS>
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uint32_t Board<BOARD_DIMS>::SliceBoard(const V3D &column, BOARD_TYPES::Cube ** sliceBuffer){
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template <const V3D<uint32_t> &BOARD_DIMS>
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uint32_t Board<BOARD_DIMS>::SliceBoard(const V3D<uint32_t> &column, BOARD_TYPES::Cube ** sliceBuffer){
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uint32_t columnLength{0};
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V3D indexIncrimentVector{};
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V3D indexVector{};
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V3D<uint32_t> indexIncrimentVector{};
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V3D<uint32_t> indexVector{};
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switch(column.z){
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case BOARD_TYPES::PLANE_NORMAL::X:
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@@ -189,7 +189,7 @@ uint32_t Board<BOARD_DIMS>::SliceBoard(const V3D &column, BOARD_TYPES::Cube ** s
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return columnLength;
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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 Board<BOARD_DIMS>::PrintEntireBoard() const{
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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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@@ -129,7 +129,7 @@ void BoardDriver<NUM_STACKS>::UpdateStackLEDs(
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){
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this->pixelController.setPin(this->stacks[stackIndex].ledPin);
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for(int i = 0; i < numCubes; i++){
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V3D color{cubes[i]->color};
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V3D<uint32_t> color{cubes[i]->color};
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this->pixelController.setPixelColor(i*2, this->pixelController.Color(color.x, color.y, color.z));
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this->pixelController.setPixelColor((i*2 + 1), this->pixelController.Color(color.x, color.y, color.z));
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}
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@@ -9,7 +9,7 @@
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#include "Vector3D.h"
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#include "Animator.h"
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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 BoardManager{
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public:
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BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver, Animator<BOARD_DIMS> &animator);
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@@ -31,7 +31,7 @@ class BoardManager{
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* @param position the position of the cube
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* @param color the oclor you want the cube to be
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*/
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void SetCubeColor(const V3D &position, const V3D &color);
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void SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color);
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/**
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* @brief Set the color of one column of cubes.
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@@ -40,17 +40,17 @@ class BoardManager{
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* @param column the column vector
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* @param color the color you want the column to be
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*/
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void SetColumnColors(const V3D &column, const V3D *color, uint32_t numColors);
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void SetColumnColors(const V3D<uint32_t> &column, const V3D<uint32_t> *color, uint32_t numColors);
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/**
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* @brief Fill a column along any axis with a color
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* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
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* the x,y values specify the location of the column in that plane
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* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
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* to fill. IE To fill one stack at 0,2 I would say give V3D<uint32_t>(0,2,PLANE_NORMAL::Z)
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* @param color the color you want to fill the column with
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*/
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void FillColumnColor(const V3D &column, const V3D &color);
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void FillColumnColor(const V3D<uint32_t> &column, const V3D<uint32_t> &color);
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/**
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* @returns true if the board has changed state
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@@ -67,14 +67,14 @@ class BoardManager{
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*/
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void Board2StackString(String& messageBuffer);
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void FillColor(const V3D &color){this->board.FillColor(color);}
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void FillColor(const V3D<uint32_t> &color){this->board.FillColor(color);}
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private:
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BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &driver;
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Board<BOARD_DIMS> board{};
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Animator<BOARD_DIMS> &animator;
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void updateStackColors(const V3D &column);
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void updateStackColors(const V3D<uint32_t> &column);
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uint32_t getColumnHeight(BOARD_TYPES::PLANE_NORMAL normal){
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switch(normal){
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@@ -95,24 +95,25 @@ class BoardManager{
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void updateColorsFromAnimator();
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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 BoardManager<BOARD_DIMS>::updateColorsFromAnimator(){
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if(this->animator.HasInterpolatedFrameChanged()){
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if(this->animator.interpolatedFrameHasChanged){
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this->board.UpdateAllColors(this->animator.GetInterpolatedFrame());
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this->animator.interpolatedFrameHasChanged = false;
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}
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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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BoardManager<BOARD_DIMS>::BoardManager(BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &boardDriver, Animator<BOARD_DIMS> &animator):
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driver(boardDriver),
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animator(animator){}
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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 BoardManager<BOARD_DIMS>::Init(){
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this->driver.Init();
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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 BoardManager<BOARD_DIMS>::Update(){
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this->updateColorsFromAnimator();
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// update the occupied cubes on the board and the cube colors
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@@ -121,13 +122,13 @@ void BoardManager<BOARD_DIMS>::Update(){
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uint32_t stackIndex{y * BOARD_DIMS.x + x};
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uint32_t numCubes{this->driver.GetNumberCubes(stackIndex)};
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for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
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V3D cubePosition{x, y, z};
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V3D<uint32_t> cubePosition{x, y, z};
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// update the cube's occupation
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this->board.SetCubeOccupation(cubePosition, z < numCubes);
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}
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// create the column vector for the slice direction
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V3D sliceVector{x,y,BOARD_TYPES::PLANE_NORMAL::Z};
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V3D<uint32_t> sliceVector{x,y,BOARD_TYPES::PLANE_NORMAL::Z};
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// create a cube slice array buffer
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BOARD_TYPES::Cube* sliceBuffer[BOARD_DIMS.z];
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// have the board slice get read into our buffer
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@@ -138,10 +139,10 @@ void BoardManager<BOARD_DIMS>::Update(){
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}
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}
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template <const V3D &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::updateStackColors(const V3D &column){
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::updateStackColors(const V3D<uint32_t> &column){
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// the only column type allowed here is z.
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V3D sliceVector{column.x, column.y, BOARD_TYPES::Z};
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V3D<uint32_t> sliceVector{column.x, column.y, BOARD_TYPES::Z};
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// create a buffer for slice board to write the cube slice into
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BOARD_TYPES::Cube * cubeSlice[BOARD_DIMS.z];
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this->board.SliceBoard(column, cubeSlice);
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@@ -150,15 +151,15 @@ void BoardManager<BOARD_DIMS>::updateStackColors(const V3D &column){
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this->driver.UpdateStackLEDs(BOARD_DIMS.x, cubeSlice, numCubes);
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}
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template <const V3D &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::SetCubeColor(const V3D<uint32_t> &position, const V3D<uint32_t> &color){
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this->board.SetCubeColor(position, color);
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V3D slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z};
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V3D<uint32_t> slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z};
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this->updateStackColors(slice);
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}
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template <const V3D &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D &column, const V3D *color, uint32_t numColors){
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D<uint32_t> &column, const V3D<uint32_t> *color, uint32_t numColors){
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uint32_t columnHeight{this->getColumnHeight(static_cast<BOARD_TYPES::PLANE_NORMAL>(column.z))};
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// create a cube pointer buffer and store a board slice into it
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@@ -171,11 +172,11 @@ void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D &column, const V3D *col
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}
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}
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template <const V3D &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D &column, const V3D &color){
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template <const V3D<uint32_t> &BOARD_DIMS>
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void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D<uint32_t> &column, const V3D<uint32_t> &color){
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uint32_t columnHeight{this->getColumnHeight(column.z)};
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V3D colors[columnHeight];
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V3D<uint32_t> colors[columnHeight];
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for(uint32_t i = 0; i < columnHeight; i++){
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colors[i] = color;
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}
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@@ -183,13 +184,13 @@ void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D &column, const V3D &col
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this->SetColumnColors(column, colors);
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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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bool BoardManager<BOARD_DIMS>::HasBoardChanged(){return this->board.BoardStateChanged();}
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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 BoardManager<BOARD_DIMS>::ClearBoardChanged(){this->board.SetStateChanged(false);}
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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 BoardManager<BOARD_DIMS>::Board2StackString(String& messageBuffer){
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this->board.ToStackString(messageBuffer);
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}
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@@ -20,7 +20,7 @@ namespace BOARD_TYPES{
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};
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struct Cube{
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V3D color;
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V3D<uint32_t> color;
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bool isOccupied{false};
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};
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};
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