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

@@ -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++){