Completed the board manager rewrite
This commit is contained in:
@@ -2,20 +2,25 @@
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#include <cstdint>
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#include <array>
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#include <WString.h>
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#include "Cube.h"
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#include "Color.h"
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#include "Vector3D.h"
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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template <V3D &BOARD_DIMS>
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class Board{
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public:
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enum PLANE_NORMAL : uint32_t{
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X = 0,
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Y,
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Z
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};
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Board();
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~Board() = default;
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constexpr uint32_t GetXSize() const{return X_SIZE;}
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constexpr uint32_t GetYSize() const{return Y_SIZE;}
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constexpr uint32_t GetZSize() const {return Z_SIZE;}
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constexpr uint32_t GetNumberCubes() const{return X_SIZE * Y_SIZE * Z_SIZE;}
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constexpr V3D &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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/**
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* @brief Returns a string in the format:
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@@ -28,13 +33,25 @@ class Board{
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/**
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* @brief Returns a bool array representing the board
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*/
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std::array<uint32_t, X_SIZE * Y_SIZE> &LinearizeBoard() const;
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std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> &LinearizeBoard() const;
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void Update();
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void FillColor(const V3D &color);
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void FillColor(const Color &color);
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void SetCubeColor(const V3D &position, const V3D &color);
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void SetCubeColor(uint32_t x_coord, uint32_t y_cord, uint32_t z_cord, const Color &color);
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void SetCubeOccupation(const V3D &position, bool occupation);
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bool BoardStateChanged(){return this->boardStateHasChanged;}
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void ClearBoardStateChanged(){this->boardStateHasChanged = false;}
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/**
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* @brief Get a column along any axis
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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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* @returns an array of cubes along that column
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*/
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Cube * SliceBoard(const V3D &column);
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private:
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// this is a 3d array of cubes to represent the board. Good luck visualizing it
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@@ -53,13 +70,13 @@ class Board{
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bool boardStateHasChanged;
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};
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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Board<X_SIZE, Y_SIZE, Z_SIZE>::Board(){
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template <V3D &BOARD_DIMS>
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Board<BOARD_DIMS>::Board(){
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this->FillColor(Color(0,0,0));
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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void Board<X_SIZE, Y_SIZE, Z_SIZE>::ToStackString(String &stringBuffer) const{
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template <V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
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std::array<uint32_t, X_SIZE*Y_SIZE> linearizedBoard = this->LinearizeBoard();
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stringBuffer += "!" + String(linearizedBoard[0]);
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@@ -71,10 +88,10 @@ void Board<X_SIZE, Y_SIZE, Z_SIZE>::ToStackString(String &stringBuffer) const{
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stringBuffer += ";";
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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std::array<uint32_t, X_SIZE * Y_SIZE> & Board<X_SIZE, Y_SIZE, Z_SIZE>::LinearizeBoard() const{
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template <V3D &BOARD_DIMS>
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std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> & Board<BOARD_DIMS>::LinearizeBoard() const{
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// convert the board into one array where each entry represents the height of one stack
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std::array<uint32_t, X_SIZE*Y_SIZE> linearizedBoard;
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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 < X_SIZE; x++){
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for(uint32_t y{0}; y < Y_SIZE; y++){
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for(uint32_t z{0}; z < Z_SIZE; z++){
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@@ -86,24 +103,63 @@ std::array<uint32_t, X_SIZE * Y_SIZE> & Board<X_SIZE, Y_SIZE, Z_SIZE>::Linearize
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return linearizedBoard;
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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void Board<X_SIZE, Y_SIZE, Z_SIZE>::Update(){
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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void Board<X_SIZE, Y_SIZE, Z_SIZE>::FillColor(const Color &color){
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template <V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::FillColor(const V3D &color){
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for(uint32_t x{0}; x < X_SIZE; x++){
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for(uint32_t y{0}; y < Y_SIZE; y++){
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for(uint32_t z{0}; z < Z_SIZE; z++){
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this->cubes[x][y][z].SetColor(color);
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this->cubes[x][y][z].color = color;
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}
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}
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}
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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void Board<X_SIZE, Y_SIZE, Z_SIZE>::SetCubeColor(uint32_t x_coord, uint32_t y_cord, uint32_t z_cord, const Color &color){
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this->cubes[x][y][z].SetColor(color);
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template <V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
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this->cubes[position.x][position.y][position.z].color = color;
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}
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template <V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::SetCubeOccupation(const V3D &position, bool occupation){
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bool oldOccupation{this->cubes[position.x][position.y][position.z].occupied};
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this->cubes[position.x][position.y][position.z].occupied = occupation;
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if(occupation != oldOccupation) this->boardStateHasChanged = true;
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}
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template <V3D &BOARD_DIMS>
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Cube * Board<BOARD_DIMS>::SliceBoard(const V3D &column){
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uint32_t columnLength{0};
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V3D indexIncriment{};
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V3D position{};
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switch(column.z){
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case Board::PLANE_NORMAL::X:
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columnLength = BOARD_DIMS.x;
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indexIncriment.x = 1;
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position.z = column.x;
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position.y = column.y;
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break;
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case Board::PLANE_NORMAL::Y:
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columnLength = BOARD_DIMS.Y;
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indexIncriment.y = 1;
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position.x = column.x;
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position.z = column.y;
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break;
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default:
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case Board::PLANE_NORMAL::Z:
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columnLength = BOARD_DIMS.Z;
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indexIncriment.z = 1;
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position.x = column.x;
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position.y = column.y;
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break;
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}
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std::array<Cube *, columnLength> columnSlice;
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for(uint32_t i = 0; i < columnLength; i++){
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V3D cubePosition = indexIncriment * i + position;
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columnSlice[i] = &(this->cubes[cubePosition.x][cubePosition.y][cubePosition.z]);
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}
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return columnSlice.data();
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}
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@@ -1,38 +0,0 @@
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#include "BoardLayout.h"
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uint8_t BoardLayout::GetNumberStacks(){
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return this->boardWidth * this->boardHeight;
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}
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void BoardLayout::SetStackColors(uint8_t stackNum, Color * colors){
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CubeStack * stack = this->stacks[stackNum];
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stack->SetLEDColors(colors, this->boardHeight);
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}
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bool BoardLayout::BoardStateHasChanged(){
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uint16_t boardState[this->boardWidth * this->boardLength];
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this->GetBoardState(boardState);
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// compare the board state to the last board state
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for(int i = 0; i < (this->boardWidth * this->boardLength); i++){
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uint16_t stackState = boardState[i];
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uint16_t lastStackState = (this->lastBoardState)[i];
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if(stackState != lastStackState){
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// copy the board state into the last board state
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for(int k = 0; k < (this->boardWidth * this->boardLength); k++){
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this->lastBoardState[k] = boardState[k];
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}
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return true;
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}
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}
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return false;
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}
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void BoardLayout::GetBoardState(uint16_t * boardStateBuffer){
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for(int i = 0; i < (this->boardLength * this->boardWidth); i++){
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CubeStack * stack = this->stacks[i];
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stack->SendLEDData(); // Enable this if you want to constantly stream LED data
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boardStateBuffer[i] = stack->GetNumberCubes();
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}
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}
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@@ -1,69 +0,0 @@
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/**
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* @brief This is the full board manager which handles the state of every stack on the board
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*/
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#pragma once
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#include "CubeStack.h"
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#include "Color.h"
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class BoardLayout{
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public:
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/**
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* @brief BoardLayout COnstructor
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*/
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BoardLayout(uint8_t boardWidth, uint8_t boardLength, uint8_t boardHeight, CubeStack ** stacks) :
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boardWidth(boardWidth),
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boardLength(boardLength),
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boardHeight(boardHeight),
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stacks(stacks)
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{
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this->lastBoardState = new uint16_t[boardWidth * boardLength];
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}
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/**
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* @brief Check if our board state has changed
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* @return true if the board state has changed, false otherwise
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*/
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bool BoardStateHasChanged();
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/**
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* @brief Get the Number of Stacks
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* @return the number of stacks
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*/
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uint8_t GetNumberStacks();
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/**
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* @brief Set the LED Colors
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* @param stackNum the stack index you would like to address.
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* From top left to bottom right, the stack numbers are as follows:
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* | 0 1 2 |
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* | 3 4 5 |
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* | 6 7 8 |
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* @param Colors the array of colors to set the LEDs in a stack to
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*/
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void SetStackColors(uint8_t stackNum, Color * colors);
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/**
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* @brief Get the board population state
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* @param boardStateBuffer the buffer to write the board state to. It must be at least boardWidth * boardLength in length
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*/
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void GetBoardState(uint16_t * boardStateBuffer);
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private:
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uint8_t boardWidth;
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uint8_t boardLength;
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uint8_t boardHeight;
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/*
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An array of arrays of stacks
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[ [stack1, stack2, stack3],
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[stack4, stack5, stack6],
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[stack7, stack8, stack9] ]
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etc
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*/
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CubeStack ** stacks;
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// records the last known board state
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uint16_t * lastBoardState;
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};
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@@ -1,22 +0,0 @@
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/**
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* @file Color.h
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* @brief This file contains the color struct
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*/
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#pragma once
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#include <Arduino.h>
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// store a color
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struct Color{
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public:
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// create a constructor for this struct
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Color(uint8_t red, uint8_t green, uint8_t blue) :
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red(red),
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green(green),
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blue(blue)
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{}
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Color() = default;
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uint8_t red{0};
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uint8_t green{0};
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uint8_t blue{0};
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};
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@@ -1,61 +0,0 @@
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#include "CubeStack.h"
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CubeStack::CubeStack(uint16_t ADCPin, uint16_t ledPin, uint8_t numLEDs){
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this->ADCPin = ADCPin;
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this->blockLights = *(new Adafruit_NeoPixel(numLEDs*2, ledPin, NEO_GRB + NEO_KHZ800));
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this->ledColors = new Color[numLEDs];
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this->numLEDs = numLEDs;
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// initialize the LED colors to off
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for(int i = 0; i < numLEDs; i++){
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this->ledColors[i] = *(new Color(0, 0, 0));
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}
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};
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uint32_t CubeStack::GetNumberCubes(Cube &cube){
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// read the ADC and return the number of cubes
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/*
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0 cubes: 1 : 4095-3400
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1 cube: 1/2 3400-2500
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2 cubes: 1/3 2500-1850
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3 cubes: 1/4 1850-0
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*/
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uint16_t value = analogRead(cube.ADCPin);
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uint16_t lowPassADCRead = static_cast<uint16_t>((static_cast<float>(cube.lastADCReading) * 0.9) + (static_cast<float>(value) * 0.1));
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// temporary definitions to define value ranges:
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uint16_t zeroCubesHigh = 4095;
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uint16_t zeroCubesLow = 3400;
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uint16_t oneCubeLow = 2500;
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uint16_t twoCubesLow = 1850;
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uint16_t threeCubesLow = 0;
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uint8_t stackHeight = 0;
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if(lowPassADCRead >= zeroCubesLow && lowPassADCRead <= zeroCubesHigh){
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stackHeight = 0;
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}
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else if(lowPassADCRead >= oneCubeLow){
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stackHeight = 1;
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}
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else if(lowPassADCRead >= twoCubesLow){
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stackHeight = 2;
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}
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else if(lowPassADCRead >= threeCubesLow){
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stackHeight = 3;
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}
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return stackHeight;
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}
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void CubeStack::SendLEDData(){
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// we always initialize before we do anything because other CubeStacks could be hogging the hardware
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// between our writes
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this->blockLights.begin();
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// set the LED colors
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for(int i = 0; i < this->numLEDs; i++){
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this->blockLights.setPixelColor(i*2, this->blockLights.Color(this->ledColors[i].red, this->ledColors[i].green, this->ledColors[i].blue));
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this->blockLights.setPixelColor((i*2 + 1), this->blockLights.Color(this->ledColors[i].red, this->ledColors[i].green, this->ledColors[i].blue));
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}
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this->blockLights.show();
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}
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@@ -1,31 +0,0 @@
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/**
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* @brief this manages a single cube stack and the lighting / detecting of how many cubes
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*/
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#pragma once
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#include <Arduino.h>
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#include <Adafruit_NeoPixel.h>
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#include "Color.h"
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#include "Cube.h"
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namespace CubeStack{
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/**
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* @brief Construct a new Cube Stack object
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* @param ADCPin the pin that the ADC is connected to
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* @param ledPin the pin that the LED is connected to
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*/
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CubeStack(uint16_t ADCPin, uint16_t ledPin, uint8_t numLEDs);
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/**
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* @brief Returns the number of cubes in the stack
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* @return the number of cubes in the stack
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*/
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uint32_t GetNumberCubes(Cube &cube);
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/**
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* @brief sends the LED data to the LED strip
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*/
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void SendLEDData();
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};
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Block a user