diff --git a/include/BOARD-DEFINITIONS.h b/include/BOARD-DEFINITIONS.h index 4dd56da..4ded666 100644 --- a/include/BOARD-DEFINITIONS.h +++ b/include/BOARD-DEFINITIONS.h @@ -20,7 +20,7 @@ static constexpr uint32_t BOARD_WIDTH{3}; static constexpr uint32_t BOARD_LENGTH{3}; static constexpr uint32_t BOARD_HEIGHT{3}; -static constexpr V3D BOARD_DIMENSIONS{BOARD_WIDTH, BOARD_LENGTH, BOARD_HEIGHT}; +static constexpr V3D BOARD_DIMENSIONS{BOARD_WIDTH, BOARD_LENGTH, BOARD_HEIGHT}; // define the number of stacks static constexpr uint32_t NUMBER_STACKS{BOARD_WIDTH * BOARD_LENGTH}; diff --git a/include/Vector3D.h b/include/Vector3D.h index fdcb83d..cb60300 100644 --- a/include/Vector3D.h +++ b/include/Vector3D.h @@ -3,17 +3,31 @@ #include #include +template class V3D{ public: constexpr V3D(const V3D& other): x(other.x), y(other.y), - z(other.z){} + z(other.z){ + static_assert(std::is_arithmetic::value, "Type must be a number"); + } - constexpr V3D(uint32_t x=0, uint32_t y=0, uint32_t z=0): + constexpr V3D(Type x=0, Type y=0, Type z=0): x(x), y(y), - z(z){} + z(z){ + static_assert(std::is_arithmetic::value, "Type must be a number"); + } + + template + constexpr V3D(const V3D other): + x(static_cast(other.x)), + y(static_cast(other.y)), + z(static_cast(other.z)){ + static_assert(std::is_arithmetic::value, "Type must be a number"); + static_assert(std::is_arithmetic::value, "OtherType must be a number"); + } V3D& operator=(const V3D &other){ this->x = other.x; @@ -36,7 +50,7 @@ class V3D{ return *this; } - V3D& operator/=(const uint32_t scalar){ + V3D& operator/=(const Type scalar){ if(scalar == 0){ return *this; } @@ -46,7 +60,7 @@ class V3D{ return *this; } - V3D& operator*=(const uint32_t scalar){ + V3D& operator*=(const Type scalar){ this->x *= scalar; this->y *= scalar; this->z *= scalar; @@ -58,9 +72,9 @@ class V3D{ } float magnitude(){ - return std::sqrt(this->x * this->x + this->y * this->y + this->z * this-> z); + return std::sqrt(static_cast(this->x * this->x + this->y * this->y + this->z * this->z)); } - uint32_t x; - uint32_t y; - uint32_t z; + Type x; + Type y; + Type z; }; \ No newline at end of file diff --git a/lib/Animator/AnimationTypes.h b/lib/Animator/AnimationTypes.h new file mode 100644 index 0000000..d3b29c5 --- /dev/null +++ b/lib/Animator/AnimationTypes.h @@ -0,0 +1,33 @@ +#pragma once +#include "Vector3D.h" +#include +#include + +namespace ANIMATION_TYPES{ + // for cube spots which aren't defined in a key frame, + // you can have the controller automatically interpolate a color + enum FillInterpolation{ + NO_FILL, // if not specified, the cube color will be black + CLOSEST_COLOR, // The cube color will be the same color as the cube closest to it + LINEAR_WEIGHTED_DISTANCE, // the cube color will be an average of all specified cube colors weighted by the linear distance to this cube + SQUARE_WEIGHTED_DISTANCE // same as linear, but further colors have exponentially less impact on the color + }; + + enum FrameInterpolation{ + SNAP, // After the delay, snap to the next key frame + FADE // over the course of the delay, fade to the next frame + }; + + struct Cell{ + V3D position; + V3D color; + }; + + // this contains all of the information to specify exactly how a single frame should look and fade to the next frame + struct AnimationFrame{ + std::vector frame; + FillInterpolation fillInterpolation; + FrameInterpolation frameInterpolation; + std::chrono::milliseconds delay; + }; +}; \ No newline at end of file diff --git a/lib/Animator/Animator.h b/lib/Animator/Animator.h index 37f384f..2499150 100644 --- a/lib/Animator/Animator.h +++ b/lib/Animator/Animator.h @@ -2,68 +2,112 @@ #include #include +#include #include #include #include #include #include "Vector3D.h" +#include "AnimationTypes.h" +using namespace ANIMATION_TYPES; + +template &BOARD_DIMS> +class Animator{ -class Animation{ public: -// for cube spots which aren't defined in a key frame, -// you can have the controller automatically interpolate a color -enum FillInterpolation{ - NO_FILL, // if not specified, the cube color will be black - CLOSEST_COLOR, // The cube color will be the same color as the cube closest to it - LINEAR_WEIGHTED_DISTANCE, // the cube color will be an average of all specified cube colors weighted by the linear distance to this cube - SQUARE_WEIGHTED_DISTANCE // same as linear, but further colors have exponentially less impact on the color +typedef std::array, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x> Frame; + + +void StartAnimation(const std::vector *animationSequence); + +void RunAnimation(const std::chrono::milliseconds& timePassed); + +void SetLoop(bool isLooping); + +Frame &GetInterpolatedFrame(){return this->interpolatedFrame;} + +bool isEnabled{true}; +bool interpolatedFrameHasChanged{false}; + +private: +bool isLooping{true}; +// these are the uncompressed frames you get by following the key colors and interpolation instructions of an animation frame +Frame startFrame; +Frame interpolatedFrame; +Frame endFrame; +std::chrono::milliseconds timeElapsed; + +const std::vector *animationSequence; +uint32_t animationIndex{0}; + +void incrimentAnimationIndex(); + +void uncompressFrame(const AnimationFrame &keyFrame, Frame &frameBuffer); + +void copyFrame(Frame ©From, Frame ©To){ + std::memcpy(©To, ©From, sizeof(Frame)); +} + +V3D getInterpolatedColor(const AnimationFrame &keyFrame, V3D position); + +V3D keyFrame2BoardCoords(const V3D &keyFramePosition); + +V3D noFillInterpolate(const AnimationFrame &keyFrame, V3D position); + +V3D closestColorInterpolate(const AnimationFrame &keyFrame, V3D position); + +V3D linearInterpolate(const AnimationFrame &keyFrame, V3D position); + +V3D squareInterpolate(const AnimationFrame &keyFrame, V3D position); + +void PrintUncompressedFrame(){ + 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++){ + auto color = this->startFrame[x][y][z]; + Serial.print("Cube X:" + String(x) + ",Y:" + String(y) + ",Z:" + String(z)); + Serial.println("\tColor R:" + String(color.x) + ",G:" + String(color.y) + ",B:" + String(color.z)); + } + } + } +} + }; -enum FrameInterpolation{ - SNAP, // After the delay, snap to the next key frame - FADE // over the course of the delay, fade to the next frame -}; +template &BOARD_DIMS> +void Animator::StartAnimation(const std::vector *animationSequence){ -struct Cell{ - V3D position; - V3D color; -}; - -// this contains all of the information to specify exactly how a single frame should look and fade to the next frame -struct AnimationFrame{ - std::vector frame; - FillInterpolation fillInterpolation; - FrameInterpolation frameInterpolation; - std::chrono::milliseconds delay; -}; - -typedef std::array, Y_SIZE>, X_SIZE> Frame; - - -void StartAnimation(const std::vector &animationSequence){ this->animationSequence = animationSequence; this->animationIndex = 0; this->timeElapsed = std::chrono::milliseconds(0); - if(animationSequence.size() == 0){ + if(animationSequence->size() == 0){ return; } - else if(animationSequence.size() == 1){ - this->uncompressFrame(animationSequence[0], this->startFrame); - this->uncompressFrame(animationSequence[0], this->endFrame); + else if(animationSequence->size() == 1){ + AnimationFrame frame{((*this->animationSequence)[0])}; + this->uncompressFrame(frame, this->startFrame); + this->copyFrame(this->startFrame, this->interpolatedFrame); + this->copyFrame(this->startFrame, this->endFrame); } else{ - this->uncompressFrame(animationSequence[0], this->startFrame); - this->uncompressFrame(animationSequence[1], this->endFrame); + this->uncompressFrame((*this->animationSequence)[0], this->startFrame); + this->copyFrame(this->startFrame, this->interpolatedFrame); + this->uncompressFrame((*this->animationSequence)[1], this->endFrame); } + this->interpolatedFrameHasChanged = true; } -Frame &RunAnimation(std::chrono::milliseconds timePassed){ - auto delayTime = this->animationSequence[this->animationIndex].delay; +template &BOARD_DIMS> +void Animator::RunAnimation(const std::chrono::milliseconds& timePassed){ + if(!(this->isEnabled)){ + return; + } + + auto delayTime = (*this->animationSequence)[this->animationIndex].delay; this->timeElapsed += timePassed; - Frame interpolatedFrame; // load in the next frame if we're done with this transition if(this->timeElapsed >= delayTime){ @@ -71,61 +115,66 @@ Frame &RunAnimation(std::chrono::milliseconds timePassed){ } // don't do frame interpolations if we're doing snap fades - if(this->animationSequence[this->animationIndex].frameInterpolation == FrameInterpolation::SNAP){ + if((*this->animationSequence)[this->animationIndex].frameInterpolation == FrameInterpolation::SNAP){ return; } // linearly interpolate between the two uncompressed frames - for(uint32_t x = 0; x < this->X_SIZE; x++){ - for(uint32_t y = 0; y < this->Y_SIZE; y++){ - for(uint32_t z = 0; z < this->Z_SIZE; z++){ - V3D startColor{this->startFrame[x][y][z]}; - V3D endColor{this->endFrame[x][y][z]}; - V3D difference{endColor - startColor}; - V3D interpolatedColor = this->timeElapsed.count() * difference / delayTime.count() + startColor; - interpolatedFrame[x][y][z] = interpolatedColor; + 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}; + difference -= startColor; + + V3D interpolatedColor{difference}; + interpolatedColor *= this->timeElapsed.count(); + interpolatedColor /= delayTime.count(); + interpolatedColor += startColor; + + this->interpolatedFrame[x][y][z] = interpolatedColor; } } } + + this->interpolatedFrameHasChanged = true; } -void SetLoop(bool isLooping){ +template &BOARD_DIMS> +void Animator::SetLoop(bool isLooping){ this->isLooping = isLooping; } -private: -uint32_t X_SIZE{3}; -uint32_t Y_SIZE{3}; -uint32_t Z_SIZE{3}; -bool isLooping{true}; -// these are the uncompressed frames you get by following the key colors and interpolation instructions of an animation frame -Frame startFrame; -Frame endFrame; -std::chrono::milliseconds timeElapsed; - -const std::vector & animationSequence; -uint32_t animationIndex{0}; - -void incrimentAnimationIndex(){ - if(this->animationIndex < animationSequence.size() - 1){ +template &BOARD_DIMS> +void Animator::incrimentAnimationIndex(){ + if(this->animationIndex < this->animationSequence->size() - 2){ this->animationIndex++; - this->timeElapsed = std::chrono::millis(0); - this->uncompressFrame(this->animationSequence[this->animationIndex], this->startFrame); - this->uncompressFrame(this->animationSequence[this->animationIndex + 1], this->endFrame); + 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{ + this->StartAnimation(this->animationSequence); + } + + this->interpolatedFrameHasChanged = true; } -void uncompressFrame(const AnimationFrame &keyFrame, Frame &frameBuffer){ - for(uint32_t x = 0; x < X_SIZE; x++){ - for(uint32_t y = 0; y < Y_SIZE; y++){ - for(uint32_t z = 0; z < Z_SIZE; z++){ - frameBuffer[x][y][z] = getInterpolatedColor(keyFrame, V3D(x, y, z)); +template &BOARD_DIMS> +void Animator::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)); } } } } -V3D &getInterpolatedColor(const AnimationFrame &keyFrame, V3D position){ +template &BOARD_DIMS> +V3D Animator::getInterpolatedColor(const AnimationFrame &keyFrame, V3D position){ switch(keyFrame.fillInterpolation){ case FillInterpolation::NO_FILL: return noFillInterpolate(keyFrame, position); @@ -136,17 +185,19 @@ V3D &getInterpolatedColor(const AnimationFrame &keyFrame, V3D position){ case FillInterpolation::SQUARE_WEIGHTED_DISTANCE: return squareInterpolate(keyFrame, position); default: - return V3D{}; + V3D black{}; + return black; } } -V3D &keyFrame2BoardCoords(V3D &keyFramePosition){ - V3D returnValue{}; +template &BOARD_DIMS> +V3D Animator::keyFrame2BoardCoords(const V3D &keyFramePosition){ + V3D returnValue{}; float maxValue{static_cast(std::numeric_limits::max())}; // scale the key frame values down to be within board coordinates - float keyFrame_X = static_cast(this->X_SIZE) * static_cast(keyFramePosition.x) / maxValue; - float keyFrame_Y = static_cast(this->Y_SIZE) * static_cast(keyFramePosition.y) / maxValue; - float keyFrame_Z = static_cast(this->Z_SIZE) * static_cast(keyFramePosition.z) / maxValue; + float keyFrame_X = static_cast(BOARD_DIMS.x - 1) * static_cast(keyFramePosition.x) / maxValue; + float keyFrame_Y = static_cast(BOARD_DIMS.y - 1) * static_cast(keyFramePosition.y) / maxValue; + float keyFrame_Z = static_cast(BOARD_DIMS.z - 1) * static_cast(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){ @@ -173,8 +224,9 @@ V3D &keyFrame2BoardCoords(V3D &keyFramePosition){ return returnValue; } -V3D &noFillInterpolate(const AnimationFrame &keyFrame, V3D position){ - V3D returnColor{}; +template &BOARD_DIMS> +V3D Animator::noFillInterpolate(const AnimationFrame &keyFrame, V3D position){ + V3D returnColor{}; for(Cell cell : keyFrame.frame){ if(keyFrame2BoardCoords(cell.position) == position){ returnColor = cell.color; @@ -184,170 +236,58 @@ V3D &noFillInterpolate(const AnimationFrame &keyFrame, V3D position){ return returnColor; } -V3D &closestColorInterpolate(const AnimationFrame &keyFrame, V3D position){ - V3D returnColor{}; - float closestDistance = (keyframe.frame[0].position - position).mag(); +template &BOARD_DIMS> +V3D Animator::closestColorInterpolate(const AnimationFrame &keyFrame, V3D cubePosition){ + V3D returnColor{keyFrame.frame[0].color}; + V3D distance{keyFrame.frame[0].position}; + distance -= cubePosition; + float closestDistance = distance.magnitude(); + for(Cell cell : keyFrame.frame){ - float distance = (keyFrame2BoardCoords(cell.position) - position).mag(); - if(distance < closestDistance){ + distance = keyFrame2BoardCoords(cell.position); + distance -= cubePosition; + float euclidDistance = distance.magnitude(); + if(euclidDistance < closestDistance){ returnColor = cell.color; - closestDistance = distance; + closestDistance = euclidDistance; } } - return returnColor; } -V3D &linearInterpolate(const AnimationFrame &keyFrame, V3D position){ - V3D returnColor{}; +template &BOARD_DIMS> +V3D Animator::linearInterpolate(const AnimationFrame &keyFrame, V3D position){ + V3D returnColor{}; for(Cell cell : keyFrame.frame){ - uint32_t distance = static_cast((keyFrame2BoardCoords(cell.position) - position).mag()); - if(distance == 0) distance = 1; - returnColor = returnColor + cell.color / distance; + V3D vectorDistance{keyFrame2BoardCoords(cell.position)}; + vectorDistance -= position; + float distance = vectorDistance.magnitude(); + if(distance == 0) return cell.color; + returnColor += cell.color; + returnColor /= distance; } - returnColor = returnColor / keyFrame.frame.size(); + returnColor /= keyFrame.frame.size(); return returnColor; } -V3D &squareInterpolate(const AnimationFrame &keyFrame, V3D position){ - V3D returnColor{}; +template &BOARD_DIMS> +V3D Animator::squareInterpolate(const AnimationFrame &keyFrame, V3D position){ + V3D returnColor{}; for(Cell cell : keyFrame.frame){ - uint32_t distance = static_cast((keyFrame2BoardCoords(cell.position) - position).mag()); + V3D vectorDistance{keyFrame2BoardCoords(cell.position)}; + vectorDistance -= position; + uint32_t distance = static_cast(vectorDistance.magnitude()); distance *= distance; - if(distance == 0) distance = 1; - returnColor = returnColor + cell.color / distance; + if(distance == 0) return cell.color; + returnColor += cell.color; + returnColor /= distance; } - returnColor = returnColor / keyFrame.frame.size(); + returnColor /= keyFrame.frame.size(); return returnColor; -} -}; - -// let's make some test animation frames - -namespace TestFrames{ - V3D red{255,0,0}; - V3D green{0,255,0}; - V3D blue{0,0,255}; - uint32_t maxValue{std::numeric_limits::max()}; - - Animation::Cell &CreateCell(float x_percent, float y_percent, float z_percent, V3D &color){ - float continuousMaxValue{static_cast(std::numeric_limits::max())}; - Animation::Cell cell{ - .position = V3D{ - static_cast(continuousMaxValue*x_percent), - static_cast(continuousMaxValue*y_percent), - static_cast(continuousMaxValue*z_percent) - }, - .color = color - }; - - return cell; - } - - Animation::AnimationFrame noFillFrame{ - .frame = { - CreateCell(0,0,0,red), - CreateCell(0.5,0.5,0.5,green), - CreateCell(1,1,1,blue) - }; - .fillInterpolation = FillInterpolation::NO_FILL; - .frameInterpolation = FrameInterpolation::SNAP; - .delay = std::chrono::millis(10000); - } - - Animation::AnimationFrame closestColorFrame{ - .frame = { - CreateCell(0,0,0,red), - CreateCell(0.5,0.5,0.5,green), - CreateCell(1,1,1,blue) - }; - .fillInterpolation = FillInterpolation::CLOSEST_COLOR; - .frameInterpolation = FrameInterpolation::SNAP; - .delay = std::chrono::millis(10000); - } - - Animation::AnimationFrame linearFillFrame{ - .frame = { - CreateCell(0,0,0,red), - CreateCell(0.5,0.5,0.5,green), - CreateCell(1,1,1,blue) - }; - .fillInterpolation = FillInterpolation::LINEAR_WEIGHTED_DISTANCE; - .frameInterpolation = FrameInterpolation::SNAP; - .delay = std::chrono::millis(10000); - } - - Animation::AnimationFrame squareFillFrame{ - .frame = { - CreateCell(0,0,0,red), - CreateCell(0.5,0.5,0.5,green), - CreateCell(1,1,1,blue) - }; - .fillInterpolation = FillInterpolation::SQUARE_WEIGHTED_DISTANCE; - .frameInterpolation = FrameInterpolation::SNAP; - .delay = std::chrono::millis(10000); - } - - Animation::AnimationFrame noFillFadeFrame{ - .frame = { - CreateCell(0,0,0,red), - CreateCell(0.5,0.5,0.5,green), - CreateCell(1,1,1,blue) - }; - .fillInterpolation = FillInterpolation::NO_FILL; - .frameInterpolation = FrameInterpolation::FADE; - .delay = std::chrono::millis(10000); - } - - Animation::AnimationFrame closestColorFadeFrame{ - .frame = { - CreateCell(0,0,0,red), - CreateCell(0.5,0.5,0.5,green), - CreateCell(1,1,1,blue) - }; - .fillInterpolation = FillInterpolation::CLOSEST_COLOR; - .frameInterpolation = FrameInterpolation::FADE; - .delay = std::chrono::millis(10000); - } - - Animation::AnimationFrame linearFillFadeFrame{ - .frame = { - CreateCell(0,0,0,red), - CreateCell(0.5,0.5,0.5,green), - CreateCell(1,1,1,blue) - }; - .fillInterpolation = FillInterpolation::LINEAR_WEIGHTED_DISTANCE; - .frameInterpolation = FrameInterpolation::FADE; - .delay = std::chrono::millis(10000); - } - - Animation::AnimationFrame squareFillFadeFrame{ - .frame = { - CreateCell(0,0,0,red), - CreateCell(0.5,0.5,0.5,green), - CreateCell(1,1,1,blue) - }; - .fillInterpolation = FillInterpolation::SQUARE_WEIGHTED_DISTANCE; - .frameInterpolation = FrameInterpolation::FADE; - .delay = std::chrono::millis(10000); - } - - std::vector testAnimationSequence{ - noFillFrame, - closestColorFrame, - linearFillFrame, - squareFillFrame, - noFillFadeFrame, - closestFillFadeFrame, - linearFillFadeFrame, - squareFillFadeFrame - }; -} - - +} \ No newline at end of file diff --git a/lib/Animator/TestFrames.h b/lib/Animator/TestFrames.h new file mode 100644 index 0000000..4a3e2b4 --- /dev/null +++ b/lib/Animator/TestFrames.h @@ -0,0 +1,169 @@ +#pragma once + +#include "AnimationTypes.h" +#include "Vector3D.h" +#include "Animator.h" + +using namespace ANIMATION_TYPES; + +namespace TestFrames{ + + V3D red{255,0,0}; + V3D green{0,255,0}; + V3D blue{0,0,255}; + uint32_t maxValue{std::numeric_limits::max()}; + + Cell CreateCell(float x_percent, float y_percent, float z_percent, V3D &color){ + float continuousMaxValue{static_cast(std::numeric_limits::max())}; + Cell cell{ + .position = V3D{ + static_cast(continuousMaxValue*x_percent), + static_cast(continuousMaxValue*y_percent), + static_cast(continuousMaxValue*z_percent) + }, + .color = color + }; + + return cell; + } + + AnimationFrame noFillFrame{ + .frame = { + CreateCell(0,0,0,red), + CreateCell(0.5,0.5,0.5,green), + CreateCell(1,1,1,blue) + }, + .fillInterpolation = FillInterpolation::NO_FILL, + .frameInterpolation = FrameInterpolation::SNAP, + .delay = std::chrono::milliseconds(10000) + }; + + AnimationFrame closestColorFrame{ + .frame = { + CreateCell(0,0,0,red), + CreateCell(0.5,0.5,0.5,green), + CreateCell(1,1,1,blue) + }, + .fillInterpolation = FillInterpolation::CLOSEST_COLOR, + .frameInterpolation = FrameInterpolation::SNAP, + .delay = std::chrono::milliseconds(10000) + }; + + AnimationFrame linearFillFrame{ + .frame = { + CreateCell(0,0,0,red), + CreateCell(0.5,0.5,0.5,green), + CreateCell(1,1,1,blue) + }, + .fillInterpolation = FillInterpolation::LINEAR_WEIGHTED_DISTANCE, + .frameInterpolation = FrameInterpolation::SNAP, + .delay = std::chrono::milliseconds(10000) + }; + + AnimationFrame squareFillFrame{ + .frame = { + CreateCell(0,0,0,red), + CreateCell(0.5,0.5,0.5,green), + CreateCell(1,1,1,blue) + }, + .fillInterpolation = FillInterpolation::SQUARE_WEIGHTED_DISTANCE, + .frameInterpolation = FrameInterpolation::SNAP, + .delay = std::chrono::milliseconds(10000) + }; + + AnimationFrame noFillFadeFrame{ + .frame = { + CreateCell(0,0,0,red), + CreateCell(0.5,0.5,0.5,green), + CreateCell(1,1,1,blue) + }, + .fillInterpolation = FillInterpolation::NO_FILL, + .frameInterpolation = FrameInterpolation::FADE, + .delay = std::chrono::milliseconds(10000) + }; + + AnimationFrame closestColorFadeFrame{ + .frame = { + CreateCell(0,0,0,red), + CreateCell(0.5,0.5,0.5,green), + CreateCell(1,1,1,blue) + }, + .fillInterpolation = FillInterpolation::CLOSEST_COLOR, + .frameInterpolation = FrameInterpolation::FADE, + .delay = std::chrono::milliseconds(10000) + }; + + AnimationFrame linearFillFadeFrame{ + .frame = { + CreateCell(0,0,0,red), + CreateCell(0.5,0.5,0.5,green), + CreateCell(1,1,1,blue) + }, + .fillInterpolation = FillInterpolation::LINEAR_WEIGHTED_DISTANCE, + .frameInterpolation = FrameInterpolation::FADE, + .delay = std::chrono::milliseconds(10000) + }; + + AnimationFrame squareFillFadeFrame{ + .frame = { + CreateCell(0,0,0,red), + CreateCell(0.5,0.5,0.5,green), + CreateCell(1,1,1,blue) + }, + .fillInterpolation = FillInterpolation::SQUARE_WEIGHTED_DISTANCE, + .frameInterpolation = FrameInterpolation::FADE, + .delay = std::chrono::milliseconds(10000) + }; + + std::vector testAnimationSequence2{ + noFillFrame, // 0 + closestColorFrame, // 1 + linearFillFrame, // 2 + squareFillFrame, // 3 + noFillFadeFrame, // 4 + closestColorFadeFrame, // 5 + linearFillFadeFrame, // 6 + squareFillFadeFrame, // 7 + noFillFrame // 8 + }; + + 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 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::FADE, + .delay = std::chrono::milliseconds(10000) + }; + + 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::FADE, + .delay = std::chrono::milliseconds(10000) + }; + + std::vector testAnimationSequence1{ + testFrame1, + testFrame2, + testFrame3, + testFrame1 + }; +} \ No newline at end of file diff --git a/lib/Board/Board.h b/lib/Board/Board.h index 16ba9bc..00be54c 100644 --- a/lib/Board/Board.h +++ b/lib/Board/Board.h @@ -12,13 +12,13 @@ #include "BoardTypes.h" #include "Vector3D.h" -template +template &BOARD_DIMS> class Board{ public: Board() = default; ~Board() = default; - constexpr const V3D &GetSize() const{return BOARD_DIMS;} + constexpr const V3D &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 &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 &position, const V3D &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 &position, bool occupation); /** * @returns true if the board state has changed since this flag was last set to false @@ -69,16 +69,26 @@ 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(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 &column, BOARD_TYPES::Cube ** sliceBuffer); void PrintEntireBoard() const; + + void UpdateAllColors(const std::array, 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++){ + this->cubes[x][y][z].color = colorFrame[x][y][z]; + } + } + } + } private: // this is a 3d array of cubes to represent the board. Good luck visualizing it /* _____________ @@ -96,7 +106,7 @@ class Board{ bool boardStateHasChanged; }; -template +template &BOARD_DIMS> void Board::ToStackString(String &stringBuffer) const{ std::array linearizedBoard; for(uint32_t x{0}; x < BOARD_DIMS.x; x++){ @@ -116,8 +126,8 @@ void Board::ToStackString(String &stringBuffer) const{ } } -template -void Board::FillColor(const V3D &color){ +template &BOARD_DIMS> +void Board::FillColor(const V3D &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++){ @@ -127,23 +137,23 @@ void Board::FillColor(const V3D &color){ } } -template -void Board::SetCubeColor(const V3D &position, const V3D &color){ +template &BOARD_DIMS> +void Board::SetCubeColor(const V3D &position, const V3D &color){ this->cubes[position.x][position.y][position.z].color = color; } -template -void Board::SetCubeOccupation(const V3D &position, bool occupation){ +template &BOARD_DIMS> +void Board::SetCubeOccupation(const V3D &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 -uint32_t Board::SliceBoard(const V3D &column, BOARD_TYPES::Cube ** sliceBuffer){ +template &BOARD_DIMS> +uint32_t Board::SliceBoard(const V3D &column, BOARD_TYPES::Cube ** sliceBuffer){ uint32_t columnLength{0}; - V3D indexIncrimentVector{}; - V3D indexVector{}; + V3D indexIncrimentVector{}; + V3D indexVector{}; switch(column.z){ case BOARD_TYPES::PLANE_NORMAL::X: @@ -179,7 +189,7 @@ uint32_t Board::SliceBoard(const V3D &column, BOARD_TYPES::Cube ** s return columnLength; } -template +template &BOARD_DIMS> void Board::PrintEntireBoard() const{ for(uint32_t x = 0; x < BOARD_DIMS.x; x++){ for(uint32_t y = 0; y < BOARD_DIMS.y; y++){ diff --git a/lib/Board/BoardDriver.h b/lib/Board/BoardDriver.h index 7be2a35..fa49550 100644 --- a/lib/Board/BoardDriver.h +++ b/lib/Board/BoardDriver.h @@ -129,7 +129,7 @@ void BoardDriver::UpdateStackLEDs( ){ this->pixelController.setPin(this->stacks[stackIndex].ledPin); for(int i = 0; i < numCubes; i++){ - V3D color{cubes[i]->color}; + V3D 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)); } diff --git a/lib/Board/BoardManager.h b/lib/Board/BoardManager.h index 6f273eb..4710e1b 100644 --- a/lib/Board/BoardManager.h +++ b/lib/Board/BoardManager.h @@ -7,11 +7,12 @@ #include "Board.h" #include "BoardDriver.h" #include "Vector3D.h" +#include "Animator.h" -template +template &BOARD_DIMS> class BoardManager{ public: - BoardManager(BoardDriver &boardDriver); + BoardManager(BoardDriver &boardDriver, Animator &animator); ~BoardManager() = default; @@ -30,7 +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 &position, const V3D &color); /** * @brief Set the color of one column of cubes. @@ -39,17 +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 &column, const V3D *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(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 &column, const V3D &color); /** * @returns true if the board has changed state @@ -66,11 +67,14 @@ class BoardManager{ */ void Board2StackString(String& messageBuffer); + void FillColor(const V3D &color){this->board.FillColor(color);} + private: BoardDriver &driver; Board board{}; + Animator &animator; - void updateStackColors(const V3D &column); + void updateStackColors(const V3D &column); uint32_t getColumnHeight(BOARD_TYPES::PLANE_NORMAL normal){ switch(normal){ @@ -88,32 +92,43 @@ class BoardManager{ } } + void updateColorsFromAnimator(); + }; +template &BOARD_DIMS> +void BoardManager::updateColorsFromAnimator(){ + if(this->animator.interpolatedFrameHasChanged){ + this->board.UpdateAllColors(this->animator.GetInterpolatedFrame()); + this->animator.interpolatedFrameHasChanged = false; + } +} -template -BoardManager::BoardManager(BoardDriver &boardDriver): - driver(boardDriver){} +template &BOARD_DIMS> +BoardManager::BoardManager(BoardDriver &boardDriver, Animator &animator): + driver(boardDriver), + animator(animator){} -template +template &BOARD_DIMS> void BoardManager::Init(){ this->driver.Init(); } -template +template &BOARD_DIMS> void BoardManager::Update(){ + this->updateColorsFromAnimator(); // update the occupied cubes on the board and the cube colors for(uint32_t x = 0; x < BOARD_DIMS.x; x++){ for(uint32_t y = 0; y < BOARD_DIMS.y; y++){ 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 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 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 @@ -124,10 +139,10 @@ void BoardManager::Update(){ } } -template -void BoardManager::updateStackColors(const V3D &column){ +template &BOARD_DIMS> +void BoardManager::updateStackColors(const V3D &column){ // the only column type allowed here is z. - V3D sliceVector{column.x, column.y, BOARD_TYPES::Z}; + V3D 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); @@ -136,15 +151,15 @@ void BoardManager::updateStackColors(const V3D &column){ this->driver.UpdateStackLEDs(BOARD_DIMS.x, cubeSlice, numCubes); } -template -void BoardManager::SetCubeColor(const V3D &position, const V3D &color){ +template &BOARD_DIMS> +void BoardManager::SetCubeColor(const V3D &position, const V3D &color){ this->board.SetCubeColor(position, color); - V3D slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z}; + V3D slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z}; this->updateStackColors(slice); } -template -void BoardManager::SetColumnColors(const V3D &column, const V3D *color, uint32_t numColors){ +template &BOARD_DIMS> +void BoardManager::SetColumnColors(const V3D &column, const V3D *color, uint32_t numColors){ uint32_t columnHeight{this->getColumnHeight(static_cast(column.z))}; // create a cube pointer buffer and store a board slice into it @@ -157,11 +172,11 @@ void BoardManager::SetColumnColors(const V3D &column, const V3D *col } } -template -void BoardManager::FillColumnColor(const V3D &column, const V3D &color){ +template &BOARD_DIMS> +void BoardManager::FillColumnColor(const V3D &column, const V3D &color){ uint32_t columnHeight{this->getColumnHeight(column.z)}; - V3D colors[columnHeight]; + V3D colors[columnHeight]; for(uint32_t i = 0; i < columnHeight; i++){ colors[i] = color; } @@ -169,13 +184,13 @@ void BoardManager::FillColumnColor(const V3D &column, const V3D &col this->SetColumnColors(column, colors); } -template +template &BOARD_DIMS> bool BoardManager::HasBoardChanged(){return this->board.BoardStateChanged();} -template +template &BOARD_DIMS> void BoardManager::ClearBoardChanged(){this->board.SetStateChanged(false);} -template +template &BOARD_DIMS> void BoardManager::Board2StackString(String& messageBuffer){ this->board.ToStackString(messageBuffer); } diff --git a/lib/Board/BoardTypes.h b/lib/Board/BoardTypes.h index 812c341..4eba9a5 100644 --- a/lib/Board/BoardTypes.h +++ b/lib/Board/BoardTypes.h @@ -20,7 +20,7 @@ namespace BOARD_TYPES{ }; struct Cube{ - V3D color; + V3D color; bool isOccupied{false}; }; }; \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp index e297b81..52fe41e 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -19,6 +19,9 @@ #include "BoardDriver.h" #include "BoardTypes.h" +#include "Animator.h" +#include "TestFrames.h" + // -------------------------------------------------- // ----------------- VARIABLES ---------------------- // -------------------------------------------------- @@ -31,8 +34,9 @@ SerialMessage serialMessage(&Serial); Adafruit_NeoPixel pixelController{BOARD_HEIGHT*2, STACK1_LED_PIN, NEO_GRB + NEO_KHZ800}; +Animator animator{}; BoardDriver boardDriver{stacks, pixelController}; -BoardManager boardManager{boardDriver}; +BoardManager boardManager{boardDriver, animator}; // -------------------------------------------------- // ----------------- FUNCTIONS ---------------------- // -------------------------------------------------- @@ -79,15 +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 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{red, green, blue}; } - boardManager.SetColumnColors(V3D{X_COORD, Y_COORD, BOARD_TYPES::PLANE_NORMAL::Z}, colors, numColors); + boardManager.SetColumnColors(V3D{X_COORD, Y_COORD, BOARD_TYPES::PLANE_NORMAL::Z}, colors, numColors); } void parseData(Message &message){ @@ -95,26 +99,31 @@ void parseData(Message &message){ uint32_t argsLength{message.GetPopulatedArgs()}; uint32_t command = args[0]; switch(command){ - case Commands::BoardState: + case Commands::BoardState:{ printBoardState(); break; - case Commands::PING: + } + case Commands::PING:{ GlobalPrint::Println("!" + String(Commands::PING) + ";"); break; - case Commands::SetStackColors: + } + case Commands::SetStackColors:{ GlobalPrint::Println("!2;"); - // TODO: replace this with the animator - // colorManager.Enable(false); + animator.isEnabled = false; + V3D black{}; + boardManager.FillColor(black); SetStackColor(reinterpret_cast(args), argsLength); break; - case Commands::GoToIdle: + } + case Commands::GoToIdle:{ GlobalPrint::Println("!3;"); - // TODO: replace this with the animator - // colorManager.Enable(true); + animator.isEnabled = true; break; - default: + } + default:{ GlobalPrint::Println("INVALID COMMAND"); break; + } } // now that we have run the command we can clear the data for the next command. @@ -148,13 +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(std::chrono::milliseconds(millis() - accurateTimer)); + accurateTimer = millis(); boardManager.Update(); boardStateTimer += updateTickRate; @@ -185,6 +196,8 @@ void setup() { Serial.println("Beginning Board Initializaiton"); boardManager.Init(); + animator.SetLoop(true); + animator.StartAnimation(&(TestFrames::testAnimationSequence2)); xTaskCreate(UpdateBoard, "UpdateBoard", 10000, NULL, 0, &updateBoardTask); Serial.println("Setup Complete");