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C++

/*
Games usermod by ewowi, september 2022
Contains:
- mode_pongGame
- Depending on USERMOD_MPU6050_IMU
- mode_IMUTest (shows IMU values only if WLED_DEBUG)
- class Frame3D and struct Voxel
- mode_3DIMUCube (uses class Frame3D to show a rotating cube, if USERMOD_MPU6050_IMU then IMU used for rotation)
- class GamesUsermod (Add the modes/effects and initiates IMU)
*/
#pragma once
#include "wled.h"
//inspired by https://noobtuts.com/cpp/2d-pong-game
typedef struct PongBall {
float x;// = SEGMENT.virtualWidth() / 2;
float y;// = SEGMENT.virtualHeight() / 2;
float dir_x;// = -1;
float dir_y;// = 0;
uint8_t width;// = 8;
uint8_t height;// = 8;
float speed;// = 1;
uint8_t scoreLeft, scoreRight;
uint32_t color;
void move() {
x += dir_x * speed;
y += dir_y * speed;
}
void vec2_norm() {
// sets a vectors length to 1 (which means that x + y == 1)
float length = sqrt((dir_x * dir_x) + (dir_y * dir_y));
if (length != 0.0f) {
length = 1.0f / length;
dir_x *= length;
dir_x *= length;
}
}
void hit() {
// hit left wall?
if (x <= 0) {
dir_x = fabs(dir_x); // force it to be positive
// scoreLeft++;
// if (scoreLeft>9) scoreLeft = 0;
}
// hit right wall?
if (x + width-1 >= SEGMENT.virtualWidth()-1) {
dir_x = -fabs(dir_x); // force it to be negative
// scoreRight++;
// if (scoreRight>9) scoreRight = 0;
}
// hit top wall?
if (y <= 0) {
dir_y = fabs(dir_y); // force it to be positive
}
// hit bottom wall?
if (y + height-1 >= SEGMENT.virtualHeight()-1) {
dir_y = -fabs(dir_y); // force it to be negative
}
}
bool hit(PongBall *other) {
if (x < other->x + other->width &&
x >= other->x &&
y < other->y + other->height &&
y >= other->y) {
// set fly direction depending on where it hit the racket
// (t is 0.5 if hit at top, 0 at center, -0.5 at bottom)
float t = ((y - other->y) / other->height) - 0.5f;
dir_x = fabs(dir_x); // force it to be positive
dir_y = t;
return true;
}
else
return false;
}
} pongBall;
//effect functions
uint16_t mode_pongGame(void) {
uint16_t dataSize = 3 * sizeof(pongBall);
if (!SEGENV.allocateData(dataSize)) {SEGMENT.fill(SEGCOLOR(0)); return 350;} //mode_static(); //allocation failed
PongBall* ball = reinterpret_cast<PongBall*>(SEGENV.data);
PongBall* racket_left = reinterpret_cast<PongBall*>(SEGENV.data + sizeof(pongBall));
PongBall* racket_right = reinterpret_cast<PongBall*>(SEGENV.data + 2* sizeof(pongBall));
// static uint16_t previousX, previousY;
uint16_t vW = SEGMENT.virtualWidth();
uint16_t vH = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
ball->width = 1;
ball->height = 1;
ball->x = vW/2;
ball->y = vH/2;
ball->dir_x = -0.1;
ball->dir_y = 0.18;
ball->color = BLUE;
// ball->speed = 1;//SEGMENT.speed/30.0;
racket_left->width = 1;
racket_left->height = vH/4;
racket_left->x = 0;
racket_left->y = vH/2 - racket_left->height/2;
racket_left->dir_y = 0.18;
racket_left->speed = 1;
racket_left->color = BLUE;
racket_right->width = 1;
racket_right->height = vH/4;
racket_right->x = vW - 1;
racket_right->y = vH/2 - racket_right->height/2;
racket_right->dir_y = -0.18;
racket_right->speed = 1;
racket_right->color = BLUE;
}
ball->speed = SEGMENT.speed/30.0;
SEGMENT.fill(BLACK);
ball->move();
racket_left->move();
racket_right->move();
if (ball->hit(racket_left)) {
ball->scoreLeft++;
if (ball->scoreLeft>9) ball->scoreLeft = 0;
racket_left->color = RED;
} else {
racket_left->color = BLUE;
}
if (ball->hit(racket_right)) {
ball->scoreRight++;
if (ball->scoreRight>9) ball->scoreRight = 0;
racket_right->color = RED;
} else {
racket_right->color = BLUE;
}
ball->hit();
racket_left->hit();
racket_right->hit();
ball->vec2_norm();
racket_left->vec2_norm();
racket_right->vec2_norm();
SEGMENT.setPixelColorXY((uint16_t)ball->x, (uint16_t)ball->y, ball->color);
SEGMENT.drawLine(0, racket_left->y, 0, racket_left->y + racket_left->height-1, racket_left->color);
SEGMENT.drawLine(vW-1, racket_right->y, vW-1, racket_right->y + racket_right->height-1, racket_right->color);
for (int i=0; i<vH; i+=2) {
SEGMENT.setPixelColorXY(vW/2, i, BLUE);
}
char tempString[4] = { '\0' };
snprintf(tempString, 4, "%1d%1d", ball->scoreRight, ball->scoreLeft);
SEGMENT.drawCharacter(tempString[0], vW/2-5, -2, 5, 8, BLUE);
SEGMENT.drawCharacter(tempString[1], vW/2+2, -2, 5, 8, BLUE);
return FRAMETIME;
}
static const char _data_FX_MODE_PONGGAME[] PROGMEM = "🎮 Pong ☾@!;!;!;2";
//https://howtomechatronics.com/tutorials/arduino/arduino-and-mpu6050-accelerometer-and-gyroscope-tutorial/
#ifdef USERMOD_MPU6050_IMU
MPU6050Driver *IMU = nullptr;
uint16_t mode_IMUTest(void) {
SEGMENT.fill(BLACK);
uint8_t y = 0;
if ((IMU != nullptr) && (IMU->dmpReady)) {
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aa.x+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aa.y+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aa.z+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aaReal.x+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aaReal.y+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aaReal.z+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->gy.x+1024)/(2*1024), y+=1, RED);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->gy.y+1024)/(2*1024), y+=1, RED);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->gy.z+1024)/(2*1024), y+=1, RED);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aaWorld.x+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aaWorld.y+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->aaWorld.z+INT16_MAX)/(2*INT16_MAX), y+=1, BLUE);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->ypr[0]* 180/M_PI+180)/(2*180), y+=1, RED);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->ypr[1]* 180/M_PI+180)/(2*180), y+=1, RED);
SEGMENT.setPixelColorXY(SEGMENT.virtualWidth() * (IMU->ypr[2]* 180/M_PI+180)/(2*180), y+=1, RED);
}
return FRAMETIME;
}
static const char _data_FX_MODE_IMUTest[] PROGMEM = "🎮 IMUTest ☾@;;;2d";
#endif
//WLEDMM 3D to 2D mapping
struct Voxel {
float x;
float y;
float z;
uint32_t col;
};
//https://xem.github.io/articles/projection.html
class Frame3D {
private:
std::vector<Voxel> points;
void rotate(float a, float b, float angle, float &x, float &y) {
x = cosf(angle) * a - sinf(angle) * b;
y = sinf(angle) * a + cosf(angle) * b;
}
float yaw;
float pitch;
float roll;
public:
Frame3D(float yaw1, float pitch1, float roll1) {
points.clear();
yaw = yaw1;
pitch = pitch1;
roll = roll1;
}
~Frame3D() {
std::sort(points.begin(), points.end(), [](const Voxel &lhs, const Voxel &rhs) {return lhs.z > rhs.z;});
for(size_t i = 0; i < points.size(); ++i) {
float w = 0.5;//SEGMENT.virtualWidth()/2;
float h = 0.5;//SEGMENT.virtualHeight()/2;
float perspective = SEGMENT.intensity / 64.0;
if(points[i].z > 0) {
float projX, projY;
projX = w+points[i].x/points[i].z*perspective;
projY = h+points[i].y/points[i].z*perspective;
SEGMENT.setPixelColorXY(projX, projY, points[i].col, false); //no aa
}
}
}
void setPixelColorXYZ(Voxel voxel) {
float camx = 0;
float camy = 0;
float camz = -6;
rotate(voxel.x,voxel.z,yaw, voxel.x, voxel.z); // Camera yaw
rotate(voxel.y,voxel.z,pitch, voxel.y, voxel.z); // Camera pitch
rotate(voxel.x,voxel.y,roll, voxel.x, voxel.y); // Camera roll
voxel.x -= camx;
voxel.y -= camy;
voxel.z -= camz;
points.push_back(voxel);
}
void drawLineXYZ(Voxel from, Voxel to, uint32_t col) {
//causes crash on ESP8266: StoreProhibited: A store referenced a page mapped with an attribute that does not permit stores, maybe not enough free heap
for (float x=MIN(from.x, to.x); x<=MAX(from.x, to.x); x+=.05)
for (float y=MIN(from.y, to.y); y<=MAX(from.y, to.y); y+=.05)
for (float z=MIN(from.z, to.z); z<=MAX(from.z, to.z); z+=.05)
setPixelColorXYZ({x, y, z, col});
}
};
uint16_t mode_3DIMUCube(void) {
SEGMENT.fill(BLACK);
float yaw = 0;
float pitch = 0;
float roll = 0;
#ifdef USERMOD_MPU6050_IMU
if ((IMU != nullptr) && (IMU->dmpReady)) {
yaw = -IMU->ypr[0];
pitch = IMU->ypr[1];
roll = IMU->ypr[2];
}
#else
//simulate rotation
yaw = (fmod(SEGENV.call, 360)-180) / (180/M_PI); //-180 .. 180
pitch = yaw;
roll = yaw;
#endif
Frame3D frame3D = Frame3D(yaw, pitch, roll);
Voxel leftbottomback = {-1,-1,-1};
Voxel rightbottomback = {1,-1,-1};
Voxel lefttopback = {-1,1,-1};
Voxel righttopback = {1,1,-1};
Voxel leftbottomfront = {-1,-1,1};
Voxel rightbottomfront = {1,-1,1};
Voxel lefttopfront = {-1,1,1};
Voxel righttopfront = {1,1,1};
frame3D.drawLineXYZ(leftbottomback, rightbottomback, SEGMENT.color_from_palette(255/12, false, true, 0));
frame3D.drawLineXYZ(leftbottomback, lefttopback, SEGMENT.color_from_palette(255/12*2, false, true, 0));
frame3D.drawLineXYZ(rightbottomback, righttopback, SEGMENT.color_from_palette(255/12*3, false, true, 0));
frame3D.drawLineXYZ(lefttopback, righttopback, SEGMENT.color_from_palette(255/12*4, false, true, 0));
frame3D.drawLineXYZ(leftbottomfront, leftbottomback, SEGMENT.color_from_palette(255/12*9, false, true, 0));
frame3D.drawLineXYZ(rightbottomfront, rightbottomback, SEGMENT.color_from_palette(255/12*10, false, true, 0));
frame3D.drawLineXYZ(lefttopfront, lefttopback, SEGMENT.color_from_palette(255/12*11, false, true, 0));
frame3D.drawLineXYZ(righttopfront, righttopback, SEGMENT.color_from_palette(255/12*12, false, true, 0));
frame3D.drawLineXYZ(leftbottomfront, rightbottomfront, SEGMENT.color_from_palette(255/12*5, false, true, 0));
frame3D.drawLineXYZ(leftbottomfront, lefttopfront, SEGMENT.color_from_palette(255/12*6, false, true, 0));
frame3D.drawLineXYZ(rightbottomfront, righttopfront, SEGMENT.color_from_palette(255/12*7, false, true, 0));
frame3D.drawLineXYZ(lefttopfront, righttopfront, SEGMENT.color_from_palette(255/12*8, false, true, 0));
return FRAMETIME;
}
static const char _data_FX_MODE_3DIMUCube[] PROGMEM = "🎮 3DIMUCube ☾@,Perspective;!;!;2;pal=1"; //WLEDMM random smooth
class GamesUsermod : public Usermod {
private:
public:
void setup() {
strip.addEffect(255, &mode_pongGame, _data_FX_MODE_PONGGAME);
#ifdef USERMOD_MPU6050_IMU
IMU = (MPU6050Driver *)usermods.lookup(USERMOD_ID_IMU);
#ifdef WLED_DEBUG
strip.addEffect(255, &mode_IMUTest, _data_FX_MODE_IMUTest);
#endif
#endif
strip.addEffect(255, &mode_3DIMUCube, _data_FX_MODE_3DIMUCube); //works also without IMU
}
void connected() {
}
void loop() {
}
void addToJsonState(JsonObject& root)
{
//root["user0"] = userVar0;
}
void readFromJsonState(JsonObject& root)
{
userVar0 = root["user0"] | userVar0; //if "user0" key exists in JSON, update, else keep old value
}
void addToConfig(JsonObject& root)
{
// JsonObject top = root.createNestedObject("gamesUsermod");
}
bool readFromConfig(JsonObject& root)
{
JsonObject top = root["gamesUsermod"];
bool configComplete = !top.isNull();
return configComplete;
}
void handleOverlayDraw()
{
}
uint16_t getId()
{
return USERMOD_ID_GAMES;
}
};