/** * @file Board.h * @brief The Board class is meant to store data about each cube on the board and * provide an easy way to organize and access that data in a 3-dimensional context. */ #pragma once #include #include #include #include "BoardTypes.h" #include "Vector3D.h" template class Board{ public: Board() = default; ~Board() = default; 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);} /** * @brief Returns a string in the format: * !a,b,c,d,e,f,g,h,i; * Where each letter is the number of cubes in a given position's stack * @param stringBuffer the buffer to write the string into */ void ToStackString(String& stringBuffer) const; /** * @brief fill the entire board with the given color * @param color the color to fill the board with */ void FillColor(const V3D &color); /** * @brief Set the color of the cube at the given position. * Even if the cube is not occupied, it will remember this color * and turn that color if it becomes occupied. * @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); /** * @brief Set the occupation status of the cube at a given position * @param position the position of the cube * @param the occupation status of the cube * @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); /** * @returns true if the board state has changed since this flag was last set to false */ bool BoardStateChanged(){return this->boardStateHasChanged;} /** * @brief set the board state status. * @note you should probably only use this to clear the baordState flag */ void SetStateChanged(bool boardState){this->boardStateHasChanged = boardState;} /** * @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) * @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); void PrintEntireBoard() const; private: // this is a 3d array of cubes to represent the board. Good luck visualizing it /* _____________ / /| / / | / / | /____________/ | | | | | | / | | / |____________|/ */ std::array, BOARD_DIMS.y>, BOARD_DIMS.x> cubes; bool boardStateHasChanged; }; template void Board::ToStackString(String &stringBuffer) const{ std::array linearizedBoard; for(uint32_t x{0}; x < BOARD_DIMS.x; x++){ for(uint32_t y{0}; y < BOARD_DIMS.y; y++){ uint32_t boardIndex{x + y*3}; linearizedBoard[boardIndex] = 0; for(uint32_t z{0}; z < BOARD_DIMS.z; z++){ linearizedBoard[boardIndex] += this->cubes[x][y][z].isOccupied; } } } stringBuffer += String(linearizedBoard[0]); for(uint32_t i = 0; i < BOARD_DIMS.x * BOARD_DIMS.y; i++){ stringBuffer += "," + String(linearizedBoard[i]); } } template 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++){ this->cubes[x][y][z].color = color; } } } } template 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){ 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){ uint32_t columnLength{0}; V3D indexIncrimentVector{}; V3D indexVector{}; switch(column.z){ case BOARD_TYPES::PLANE_NORMAL::X: columnLength = BOARD_DIMS.x; indexIncrimentVector.x = 1; indexVector.z = column.x; indexVector.y = column.y; break; case BOARD_TYPES::PLANE_NORMAL::Y: columnLength = BOARD_DIMS.y; indexIncrimentVector.y = 1; indexVector.x = column.x; indexVector.z = column.y; break; default: case BOARD_TYPES::PLANE_NORMAL::Z: columnLength = BOARD_DIMS.z; indexIncrimentVector.z = 1; indexVector.x = column.x; indexVector.y = column.y; break; } for(uint32_t i = 0; i < columnLength; i++){ if(indexVector.x >= BOARD_DIMS.x || indexVector.y >= BOARD_DIMS.y || indexVector.z >= BOARD_DIMS.z){ Serial.println("Board::SliceBoard: Index Out of Bounds:" + String(indexVector.x) + "," + String(indexVector.y) + "," + String(indexVector.z)); return 0; } sliceBuffer[i] = &(this->cubes[indexVector.x][indexVector.y][indexVector.z]); indexVector += indexIncrimentVector; } return columnLength; } template void Board::PrintEntireBoard() const{ 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++){ const BOARD_TYPES::Cube &cube = this->cubes[x][y][z]; Serial.print("Cube X:" + String(x) + ",Y:" + String(y) + ",Z:" + String(z)); Serial.print("\tColor R:" + String(cube.color.x) + ",G:" + String(cube.color.y) + ",B:" + String(cube.color.z)); Serial.println("\tOccupied? " + String(cube.isOccupied)); } } } }