esp32-sk6812/src/Animation/RacerAnimation.cpp

117 lines
2.9 KiB
C++

#include <algorithm>
#include "Animation/RacerAnimation.h"
/********* Racer *********/
RacerAnimation::Racer::Racer(Fader *fader, int32_t pos, int32_t speed, const Fader::Color &color)
: m_fader(fader),
m_speed(speed),
m_pos(pos),
m_color(color)
{
}
void RacerAnimation::Racer::move(void)
{
int32_t maxpos = m_fader->strips() * m_fader->modules_per_strip() * 256;
m_pos += m_speed;
if(m_pos >= maxpos) {
m_pos = maxpos - (m_pos % maxpos);
m_speed = -m_speed;
} else if(m_pos < 0) {
m_pos = -m_pos;
m_speed = -m_speed;
}
}
void RacerAnimation::Racer::render(void) const
{
int32_t idx1 = m_pos / 256;
int32_t idx2 = m_pos / 256 + 1;
int32_t scale1 = (idx2 * 256) - m_pos;
int32_t scale2 = m_pos - (idx1 * 256);
m_fader->add_color(idx1,
Fader::Color{
static_cast<int16_t>(m_color.r * scale1 / 256),
static_cast<int16_t>(m_color.g * scale1 / 256),
static_cast<int16_t>(m_color.b * scale1 / 256),
static_cast<int16_t>(m_color.w * scale1 / 256)
});
m_fader->add_color(idx2,
Fader::Color{
static_cast<int16_t>(m_color.r * scale2 / 256),
static_cast<int16_t>(m_color.g * scale2 / 256),
static_cast<int16_t>(m_color.b * scale2 / 256),
static_cast<int16_t>(m_color.w * scale2 / 256)
});
}
/********* RacerAnimation *********/
RacerAnimation::RacerAnimation(Fader *fader, uint32_t racer_count)
: Animation(fader)
{
reset();
int32_t maxpos = m_fader->strips() * m_fader->modules_per_strip() * 256;
std::uniform_int_distribution<int32_t> posRng(0, maxpos);
std::uniform_int_distribution<int32_t> speedRng(-128, 128);
std::uniform_int_distribution<int16_t> colorRng(0, 255);
std::uniform_int_distribution<int16_t> whiteRng(0, 48);
m_racers.reserve(racer_count);
for(size_t i = 0; i < racer_count; i++) {
int32_t speed = speedRng(m_gen);
if(speed == 0) {
speed++;
}
m_racers.emplace_back(Racer{
fader,
posRng(m_gen),
speed,
Fader::Color{
colorRng(m_gen),
colorRng(m_gen),
colorRng(m_gen),
whiteRng(m_gen),
}
});
}
}
void RacerAnimation::loop(uint64_t frame)
{
if(!m_stopping) {
// clear the frame buffer
m_fader->set_color(Fader::Color{0, 0, 0, 0});
// move snow flakes and render
for(auto &flake: m_racers) {
flake.move();
flake.render();
}
} else {
m_fader->set_fadestep(4);
m_fader->fade_color(Fader::Color{0, 0, 0, 0});
}
m_fader->update();
if(m_stopping && !m_fader->something_changed()) {
m_running = false;
}
}
void RacerAnimation::reset(void)
{
m_stopping = false;
m_running = true;
}