Files
Block-Party-Firmware/lib/Board/Board.h

166 lines
4.8 KiB
C++

#pragma once
#include <cstdint>
#include <array>
#include <WString.h>
#include "Cube.h"
#include "Vector3D.h"
template <V3D &BOARD_DIMS>
class Board{
public:
enum PLANE_NORMAL : uint32_t{
X = 0,
Y,
Z
};
Board();
~Board() = default;
constexpr V3D &GetSize() const{return BOARD_DIMS;}
constexpr uint32_t GetNumberCubes() const{return 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 Returns a bool array representing the board
*/
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> &LinearizeBoard() const;
void FillColor(const V3D &color);
void SetCubeColor(const V3D &position, const V3D &color);
void SetCubeOccupation(const V3D &position, bool occupation);
bool BoardStateChanged(){return this->boardStateHasChanged;}
void ClearBoardStateChanged(){this->boardStateHasChanged = false;}
/**
* @brief Get a column along any axis
* @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)
* @returns an array of cubes along that column
*/
Cube * SliceBoard(const V3D &column);
private:
// this is a 3d array of cubes to represent the board. Good luck visualizing it
/* _____________
/ /|
/ / |
/ / |
/____________/ |
| | |
| | /
| | /
|____________|/
*/
std::array<std::array<std::array<Cube, Z_SIZE>, Y_SIZE>, X_SIZE> cubes;
bool boardStateHasChanged;
};
template <V3D &BOARD_DIMS>
Board<BOARD_DIMS>::Board(){
this->FillColor(Color(0,0,0));
}
template <V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
std::array<uint32_t, X_SIZE*Y_SIZE> linearizedBoard = this->LinearizeBoard();
stringBuffer += "!" + String(linearizedBoard[0]);
for(uint32_t i = 0; i < X_SIZE * Y_SIZE; i++){
stringBuffer += "," + String(linearizedBoard[i]);
}
stringBuffer += ";";
}
template <V3D &BOARD_DIMS>
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> & Board<BOARD_DIMS>::LinearizeBoard() const{
// convert the board into one array where each entry represents the height of one stack
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> linearizedBoard;
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++){
bool isOccupied{this->cubes[x][y][z].isOccupied};
linearizedBoard[x + y*3] += static_cast<uint32_t>(isOccupied);
}
}
}
return linearizedBoard;
}
template <V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::FillColor(const V3D &color){
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++){
this->cubes[x][y][z].color = color;
}
}
}
}
template <V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
this->cubes[position.x][position.y][position.z].color = color;
}
template <V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::SetCubeOccupation(const V3D &position, bool occupation){
bool oldOccupation{this->cubes[position.x][position.y][position.z].occupied};
this->cubes[position.x][position.y][position.z].occupied = occupation;
if(occupation != oldOccupation) this->boardStateHasChanged = true;
}
template <V3D &BOARD_DIMS>
Cube * Board<BOARD_DIMS>::SliceBoard(const V3D &column){
uint32_t columnLength{0};
V3D indexIncriment{};
V3D position{};
switch(column.z){
case Board::PLANE_NORMAL::X:
columnLength = BOARD_DIMS.x;
indexIncriment.x = 1;
position.z = column.x;
position.y = column.y;
break;
case Board::PLANE_NORMAL::Y:
columnLength = BOARD_DIMS.Y;
indexIncriment.y = 1;
position.x = column.x;
position.z = column.y;
break;
default:
case Board::PLANE_NORMAL::Z:
columnLength = BOARD_DIMS.Z;
indexIncriment.z = 1;
position.x = column.x;
position.y = column.y;
break;
}
std::array<Cube *, columnLength> columnSlice;
for(uint32_t i = 0; i < columnLength; i++){
V3D cubePosition = indexIncriment * i + position;
columnSlice[i] = &(this->cubes[cubePosition.x][cubePosition.y][cubePosition.z]);
}
return columnSlice.data();
}