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March 22, 2020 20:02
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# Digital sand demo uses the accelerometer to move sand particles in a | |
# realistic way. Tilt the board to see the sand grains tumble around and light | |
# up LEDs. Based on the code created by Phil Burgess and Dave Astels, see: | |
# https://learn.adafruit.com/digital-sand-dotstar-circuitpython-edition/code | |
# https://learn.adafruit.com/animated-led-sand | |
# Ported to NeoTrellis M4 by John Thurmond. | |
# | |
# The MIT License (MIT) | |
# | |
# Permission is hereby granted, free of charge, to any person obtaining a copy | |
# of this software and associated documentation files (the "Software"), to deal | |
# in the Software without restriction, including without limitation the rights | |
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
# copies of the Software, and to permit persons to whom the Software is | |
# furnished to do so, subject to the following conditions: | |
# | |
# The above copyright notice and this permission notice shall be included in | |
# all copies or substantial portions of the Software. | |
# | |
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
# THE SOFTWARE. | |
import math | |
import random | |
import board | |
import audioio | |
from audiocore import WaveFile | |
import busio | |
import adafruit_trellism4 | |
import adafruit_adxl34x | |
N_GRAINS = 8 # Number of grains of sand | |
WIDTH = 8 # Display width in pixels | |
HEIGHT = 4 # Display height in pixels | |
NUMBER_PIXELS = WIDTH * HEIGHT | |
MAX_FPS = 20 # Maximum redraw rate, frames/second | |
MAX_X = WIDTH * 256 - 1 | |
MAX_Y = HEIGHT * 256 - 1 | |
class Grain: | |
"""A simple struct to hold position and velocity information | |
for a single grain.""" | |
def __init__(self): | |
"""Initialize grain position and velocity.""" | |
self.x = 0 | |
self.y = 0 | |
self.vx = 0 | |
self.vy = 0 | |
grains = [Grain() for _ in range(N_GRAINS)] | |
color = random.randint(1, 254) # Set a random color to start | |
current_press = set() # Get ready for button presses | |
# Set up Trellis and accelerometer | |
trellis = adafruit_trellism4.TrellisM4Express(rotation=0) | |
i2c = busio.I2C(board.ACCELEROMETER_SCL, board.ACCELEROMETER_SDA) | |
sensor = adafruit_adxl34x.ADXL345(i2c) | |
# Add tap detection - with a pretty hard tap | |
sensor.enable_tap_detection(threshold=50) | |
color_mode = 0 | |
oldidx = 0 | |
newidx = 0 | |
delta = 0 | |
newx = 0 | |
newy = 0 | |
occupied_bits = [False for _ in range(WIDTH * HEIGHT)] | |
trellis.pixels.brightness = 0.1 | |
# Add Audio file... | |
f = open("water-click.wav", "rb") | |
wav = WaveFile(f) | |
print("%d channels, %d bits per sample, %d Hz sample rate " % | |
(wav.channel_count, wav.bits_per_sample, wav.sample_rate)) | |
audio = audioio.AudioOut(board.A1) | |
#audio.play(wav) | |
def index_of_xy(x, y): | |
"""Convert an x/column and y/row into an index into | |
a linear pixel array. | |
:param int x: column value | |
:param int y: row value | |
""" | |
return (y >> 8) * WIDTH + (x >> 8) | |
def already_present(limit, x, y): | |
"""Check if a pixel is already used. | |
:param int limit: the index into the grain array of | |
the grain being assigned a pixel Only grains already | |
allocated need to be checks against. | |
:param int x: proposed clumn value for the new grain | |
:param int y: proposed row valuse for the new grain | |
""" | |
for j in range(limit): | |
if x == grains[j].x or y == grains[j].y: | |
return True | |
return False | |
def wheel(pos): | |
# Input a value 0 to 255 to get a color value. | |
# The colours are a transition r - g - b - back to r. | |
if pos < 0 or pos > 255: | |
return 0, 0, 0 | |
if pos < 85: | |
return int(255 - pos*3), int(pos*3), 0 | |
if pos < 170: | |
pos -= 85 | |
return 0, int(255 - pos*3), int(pos*3) | |
pos -= 170 | |
return int(pos * 3), 0, int(255 - (pos*3)) | |
for g in grains: | |
placed = False | |
while not placed: | |
g.x = random.randint(0, WIDTH * 256 - 1) | |
g.y = random.randint(0, HEIGHT * 256 - 1) | |
placed = not occupied_bits[index_of_xy(g.x, g.y)] | |
occupied_bits[index_of_xy(g.x, g.y)] = True | |
g.vx = 0 | |
g.vy = 0 | |
while True: | |
# Check for tap and adjust color mode | |
if sensor.events['tap']: | |
color_mode += 1 | |
if color_mode > 2: | |
color_mode = 0 | |
# Display frame rendered on prior pass. It's done immediately after the | |
# FPS sync (rather than after rendering) for consistent animation timing. | |
for i in range(NUMBER_PIXELS): | |
# Some color options: | |
# Random color every refresh | |
if color_mode == 0: | |
if occupied_bits[i]: | |
trellis.pixels[(i%8, i//8)] = wheel(random.randint(1, 254)) | |
else: | |
trellis.pixels[(i%8, i//8)] = (0, 0, 0) | |
# Color by pixel | |
if color_mode == 1: | |
trellis.pixels[(i%8, i//8)] = wheel(i*2) if occupied_bits[i] else (0, 0, 0) | |
# Change color to random on button press, or cycle when you hold one down | |
if color_mode == 2: | |
trellis.pixels[(i%8, i//8)] = wheel(color) if occupied_bits[i] else (0, 0, 0) | |
# Change color to a new random color on button press | |
pressed = set(trellis.pressed_keys) | |
for press in pressed - current_press: | |
if press: | |
print("Pressed:", press) | |
color = random.randint(1, 254) | |
print("Color:", color) | |
# Read accelerometer... | |
f_x, f_y, f_z = sensor.acceleration | |
# I had to manually scale these to get them in the -128 to 128 range-ish - should be done better | |
f_x = int(f_x * 9.80665 * 16704/1000) | |
f_y = int(f_y * 9.80665 * 16704/1000) | |
f_z = int(f_z * 9.80665 * 16704/1000) | |
ax = f_x >> 3 # Transform accelerometer axes | |
ay = f_y >> 3 # to grain coordinate space | |
az = abs(f_z) >> 6 # Random motion factor | |
print("%6d %6d %6d"%(ax,ay,az)) | |
az = 1 if (az >= 3) else (4 - az) # Clip & invert | |
ax -= az # Subtract motion factor from X, Y | |
ay -= az | |
az2 = (az << 1) + 1 # Range of random motion to add back in | |
# Adjust axes for the NeoTrellis M4 (reuses code above rather than fixing it - inefficient) | |
ax2 = ax | |
ax = -ay | |
ay = ax2 | |
# ...and apply 2D accel vector to grain velocities... | |
v2 = 0 # Velocity squared | |
v = 0.0 # Absolute velociy | |
for g in grains: | |
g.vx += ax + random.randint(0, az2) # A little randomness makes | |
g.vy += ay + random.randint(0, az2) # tall stacks topple better! | |
# Terminal velocity (in any direction) is 256 units -- equal to | |
# 1 pixel -- which keeps moving grains from passing through each other | |
# and other such mayhem. Though it takes some extra math, velocity is | |
# clipped as a 2D vector (not separately-limited X & Y) so that | |
# diagonal movement isn't faster | |
v2 = g.vx * g.vx + g.vy * g.vy | |
if v2 > 65536: # If v^2 > 65536, then v > 256 | |
v = math.floor(math.sqrt(v2)) # Velocity vector magnitude | |
g.vx = (g.vx // v) << 8 # Maintain heading | |
g.vy = (g.vy // v) << 8 # Limit magnitude | |
# ...then update position of each grain, one at a time, checking for | |
# collisions and having them react. This really seems like it shouldn't | |
# work, as only one grain is considered at a time while the rest are | |
# regarded as stationary. Yet this naive algorithm, taking many not- | |
# technically-quite-correct steps, and repeated quickly enough, | |
# visually integrates into something that somewhat resembles physics. | |
# (I'd initially tried implementing this as a bunch of concurrent and | |
# "realistic" elastic collisions among circular grains, but the | |
# calculations and volument of code quickly got out of hand for both | |
# the tiny 8-bit AVR microcontroller and my tiny dinosaur brain.) | |
for g in grains: | |
newx = g.x + g.vx # New position in grain space | |
newy = g.y + g.vy | |
if newx > MAX_X: # If grain would go out of bounds | |
newx = MAX_X # keep it inside, and | |
g.vx //= -2 # give a slight bounce off the wall | |
elif newx < 0: | |
newx = 0 | |
g.vx //= -2 | |
if newy > MAX_Y: | |
newy = MAX_Y | |
g.vy //= -2 | |
elif newy < 0: | |
newy = 0 | |
g.vy //= -2 | |
oldidx = index_of_xy(g.x, g.y) # prior pixel | |
newidx = index_of_xy(newx, newy) # new pixel | |
# If grain is moving to a new pixel... | |
if oldidx != newidx and occupied_bits[newidx]: | |
# but if that pixel is already occupied... | |
# What direction when blocked? | |
delta = abs(newidx - oldidx) | |
if delta == 1: # 1 pixel left or right | |
newx = g.x # cancel x motion | |
# and bounce X velocity (Y is ok) | |
g.vx //= -2 | |
newidx = oldidx # no pixel change | |
elif delta == WIDTH: # 1 pixel up or down | |
newy = g.y # cancel Y motion | |
# and bounce Y velocity (X is ok) | |
g.vy //= -2 | |
newidx = oldidx # no pixel change | |
else: # Diagonal intersection is more tricky... | |
# Try skidding along just one axis of motion if | |
# possible (start w/ faster axis). Because we've | |
# already established that diagonal (both-axis) | |
# motion is occurring, moving on either axis alone | |
# WILL change the pixel index, no need to check | |
# that again. | |
if abs(g.vx) > abs(g.vy): # x axis is faster | |
newidx = index_of_xy(newx, g.y) | |
# that pixel is free, take it! But... | |
if not occupied_bits[newidx]: | |
newy = g.y # cancel Y motion | |
g.vy //= -2 # and bounce Y velocity | |
else: # X pixel is taken, so try Y... | |
newidx = index_of_xy(g.x, newy) | |
# Pixel is free, take it, but first... | |
if not occupied_bits[newidx]: | |
newx = g.x # Cancel X motion | |
g.vx //= -2 # Bounce X velocity | |
else: # both spots are occupied | |
newx = g.x # Cancel X & Y motion | |
newy = g.y | |
g.vx //= -2 # Bounce X & Y velocity | |
g.vy //= -2 | |
newidx = oldidx # Not moving | |
else: # y axis is faster. start there | |
newidx = index_of_xy(g.x, newy) | |
# Pixel's free! Take it! But... | |
if not occupied_bits[newidx]: | |
newx = g.x # Cancel X motion | |
g.vx //= -2 # Bounce X velocity | |
else: # Y pixel is taken, so try X... | |
newidx = index_of_xy(newx, g.y) | |
# Pixel is free, take it, but first... | |
if not occupied_bits[newidx]: | |
newy = g.y # cancel Y motion | |
g.vy //= -2 # and bounce Y velocity | |
else: # both spots are occupied | |
newx = g.x # Cancel X & Y motion | |
newy = g.y | |
g.vx //= -2 # Bounce X & Y velocity | |
g.vy //= -2 | |
newidx = oldidx # Not moving | |
occupied_bits[oldidx] = False | |
occupied_bits[newidx] = True | |
if oldidx != newidx: | |
audio.play(wav) # If there's an update, play the sound | |
g.x = newx | |
g.y = newy |
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