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

206 lines
7.6 KiB
C++

/**
* @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 <cstdint>
#include <array>
#include <WString.h>
#include "BoardTypes.h"
#include "Vector3D.h"
template <const V3D<uint32_t> &BOARD_DIMS>
class Board{
public:
Board() = default;
~Board() = default;
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);}
/**
* @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<uint32_t> &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<uint32_t> &position, const V3D<uint32_t> &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<uint32_t> &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<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<uint32_t> &column, BOARD_TYPES::Cube ** sliceBuffer);
void PrintEntireBoard() const;
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++){
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
/* _____________
/ /|
/ / |
/ / |
/____________/ |
| | |
| | /
| | /
|____________|/
*/
std::array<std::array<std::array<BOARD_TYPES::Cube, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x> cubes;
bool boardStateHasChanged;
};
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++){
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 = 1; i < BOARD_DIMS.x * BOARD_DIMS.y; i++){
stringBuffer += "," + String(linearizedBoard[i]);
}
}
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++){
this->cubes[x][y][z].color = 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<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<uint32_t> &BOARD_DIMS>
uint32_t Board<BOARD_DIMS>::SliceBoard(const V3D<uint32_t> &column, BOARD_TYPES::Cube ** sliceBuffer){
uint32_t columnLength{0};
V3D<uint32_t> indexIncrimentVector{};
V3D<uint32_t> 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 <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++){
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));
}
}
}
}