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RGBEffects.cpp
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RGBEffects.cpp
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#include "Arduino.h"
#include "RGBEffects.h"
#if DEBUG_COLOURS_ENABLED
void printColour(rgb colour){
Serial.print("Colour: ");
Serial.print(colour.r);
Serial.print(", ");
Serial.print(colour.g);
Serial.print(", ");
Serial.println(colour.b);
}
void printColour(int red, int green, int blue){
Serial.print("Colour: ");
Serial.print(red);
Serial.print(", ");
Serial.print(green);
Serial.print(", ");
Serial.println(blue);
}
#endif
/*
SolidPattern
Displays a solid colour
*/
class SolidEffect : public Effect {
public:
virtual void setup();
virtual rgb update();
void setColour(rgb colour);
private:
rgb _colour;
};
void SolidEffect::setup(){
setColour(BLUE);
}
rgb SolidEffect::update(){
return _colour;
}
void SolidEffect::setColour(rgb colour){
_colour = colour;
}
/*
RainbowPattern
Displays the colours of the rainbow in sequence.
*/
class RainbowEffect : public Effect {
public:
virtual void setup();
virtual rgb update();
private:
rgb _colours[7];
int _curColour;
};
void RainbowEffect::setup(){
_colours[0] = RED;
_colours[1] = ORANGE;
_colours[2] = YELLOW;
_colours[3] = GREEN;
_colours[4] = BLUE;
_colours[5] = INDIGO;
_colours[6] = VIOLET;
_curColour = -1;
}
rgb RainbowEffect::update(){
if(++_curColour > 6) { _curColour = 0; }
return _colours[_curColour];
}
/*
FadePattern
Based on http://stackoverflow.com/a/15816597
Fades into a colour then off through a sequence
*/
class FadeEffect : public Effect {
public:
virtual void setup();
virtual rgb update();
private:
int _targetColour;
int _nIntensity;
int _nDirection;
static int _MAX_INTENSITY;
static int _MIN_INTENSITY;
static int _MAX_TARGETCOLOUR;
};
int FadeEffect::_MAX_INTENSITY = 8;
int FadeEffect::_MIN_INTENSITY = 0;
int FadeEffect::_MAX_TARGETCOLOUR = 7;
void FadeEffect::setup(){
_targetColour = 1;
_nIntensity = 0;
_nDirection = 1;
}
rgb FadeEffect::update(){
// Update the intensity value
if (_nDirection) {
// Direction is positive, fading towards the color
if (++_nIntensity >= _MAX_INTENSITY) {
// Maximum intensity reached
_nIntensity = _MAX_INTENSITY; // Just in case
_nDirection = 0; // Now going to fade OUT
} // else : nothing to do
} else {
if (--_nIntensity <= _MIN_INTENSITY) {
_nIntensity = _MIN_INTENSITY; // Just in case
// When we get back to black, find the next target color
if (++_targetColour>_MAX_TARGETCOLOUR)
_targetColour=1; // We'll skip fading in and out of black
_nDirection = 1; // Now going to fade IN
} // else: nothing to do
}
// Compute the colors
int colours[3];
for (int i=0;i<3;i++) {
// If the corresponding bit in targetColor is set, it's part of the target color
// wth is going on here?
colours[i] = (_targetColour & (1<<i)) ? (1<<_nIntensity) -1 : 0;
}
rgb colour = { colours[0], colours[1], colours[2] };
return colour;
}
/*
CubePattern
Based on http://forum.arduino.cc/index.php?topic=102040.0
*/
class CubeEffect : public Effect {
public:
virtual void setup();
virtual rgb update();
private:
int _dx, _dy, _dz;
rgb _colour;
int _ccStep;
int _vi1, _vi2;
static point _VERTEX[];
static int _MAX_VERTICES;
static int _STEP_MULT;
};
point CubeEffect::_VERTEX [] =
{
{ 0, 0, 0 },
{ 0, 0, 1 },
{ 0, 1, 1 },
{ 0, 1, 0 },
{ 1, 1, 0 },
{ 1, 0, 0 },
{ 1, 0, 1 },
{ 1, 1, 1 }
};
int CubeEffect::_MAX_VERTICES = (sizeof(_VERTEX)/sizeof(point));
int CubeEffect::_STEP_MULT = 10;
void CubeEffect::setup(){
_ccStep = 0;
_dx, _dy, _dz = 0;
_vi2 = random(_MAX_VERTICES);
_colour.r = _VERTEX[_vi2].x*250;
_colour.g = _VERTEX[_vi2].y*250;
_colour.b = _VERTEX[_vi2].z*250;
}
rgb CubeEffect::update(){
// if completed traversal, start a new one
if(((_dx == 0) && (_dy == 0) && (_dz == 0)) || _ccStep > 245 ){
_vi1 = _vi2;
do {
_vi2 = random(_MAX_VERTICES);
}
while (_vi1 == _vi2);
_ccStep = 0;
_dx = (_VERTEX[_vi2].x-_VERTEX[_vi1].x)*_STEP_MULT;
_dy = (_VERTEX[_vi2].y-_VERTEX[_vi1].y)*_STEP_MULT;
_dz = (_VERTEX[_vi2].z-_VERTEX[_vi1].z)*_STEP_MULT;
}
// advance the traversal
_ccStep += _STEP_MULT;
_colour.r += _dx;
_colour.g += _dy;
_colour.b += _dz;
return _colour;
}
class BlinkEffect : public Effect {
public:
virtual void setup();
virtual rgb update();
private:
byte _blinkOn;
};
void BlinkEffect::setup(){
_blinkOn = 1;
}
rgb BlinkEffect::update(){
rgb c = (_blinkOn) ? BLUE : OFF;
_blinkOn = !_blinkOn;
return c;
}
/*
RGBEffects class
*/
RGBEffects::RGBEffects(int redPin, int greenPin, int bluePin){
_redPin = redPin;
_greenPin = greenPin;
_bluePin = bluePin;
// initialize LED pins
pinMode(_redPin, OUTPUT);
pinMode(_greenPin, OUTPUT);
pinMode(_bluePin, OUTPUT);
SolidEffect *solid = new SolidEffect();
solid->setup();
_effects[0] = solid;
_solidEffect = solid;
RainbowEffect *rainbow = new RainbowEffect();
rainbow->setup();
_effects[1] = rainbow;
FadeEffect *fade = new FadeEffect();
fade->setup();
_effects[2] = fade;
CubeEffect *cube = new CubeEffect();
cube->setup();
_effects[3] = cube;
BlinkEffect *blink = new BlinkEffect();
blink->setup();
_effects[4] = blink;
_currentEffectIndex = 1;
}
RGBEffects::~RGBEffects(){
delete[] _effects;
}
void RGBEffects::setEffect(RGBEffectType effect){
switch(effect){
case EFFECT_OFF:
_solidEffect->setColour(OFF);
_currentEffectIndex = 0;
break;
case EFFECT_SOLID_RED:
_solidEffect->setColour(RED);
_currentEffectIndex = 0;
break;
case EFFECT_SOLID_GREEN:
_solidEffect->setColour(GREEN);
_currentEffectIndex = 0;
break;
case EFFECT_SOLID_BLUE:
_solidEffect->setColour(BLUE);
_currentEffectIndex = 0;
break;
case EFFECT_SOLID_YELLOW:
_solidEffect->setColour(YELLOW);
_currentEffectIndex = 0;
break;
case EFFECT_SOLID_PURPLE:
_solidEffect->setColour(PURPLE);
_currentEffectIndex = 0;
break;
case EFFECT_SOLID_VIOLET:
_solidEffect->setColour(VIOLET);
_currentEffectIndex = 0;
break;
case EFFECT_SOLID_WHITE:
_solidEffect->setColour(WHITE);
_currentEffectIndex = 0;
break;
case EFFECT_RAINBOW:
_currentEffectIndex = 1;
break;
case EFFECT_FADE:
_currentEffectIndex = 2;
break;
case EFFECT_CUBE:
_currentEffectIndex = 3;
break;
case EFFECT_BLINK:
_currentEffectIndex = 4;
break;
}
_curEffect = effect;
}
void RGBEffects::nextEffect(){
if((int)_curEffect+1 >= EFFECT_COUNTER_FINAL){
_curEffect = (RGBEffectType)0;
} else {
_curEffect = (RGBEffectType)(_curEffect+1);
}
setEffect(_curEffect);
}
void RGBEffects::update(){
rgb colour = _effects[_currentEffectIndex]->update();
setLEDsColour(colour);
}
void RGBEffects::setLEDsColour(int red, int green, int blue){
#if DEBUG_COLOURS_ENABLED
printColour(red, green, blue);
#endif
analogWrite(_redPin, red);
analogWrite(_greenPin, green);
analogWrite(_bluePin, blue);
}
void RGBEffects::setLEDsColour(rgb colour){
#if DEBUG_COLOURS_ENABLED
printColour(colour);
#endif
analogWrite(_redPin, colour.r);
analogWrite(_greenPin, colour.g);
analogWrite(_bluePin, colour.b);
}