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effect.c
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effect.c
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#include "effect.h"
#include "draw.h"
#include "font.h"
#include <math.h>
#include <avr/interrupt.h>
void effect_test (void)
{
int x,y,i;
for (i=0;i<1000;i++)
{
x = sin(i/8)*2+3.5;
y = cos(i/8)*2+3.5;
setvoxel(x,y,1);
setvoxel(x,y,1);
delay_ms(1000);
fill(0x00);
}
}
void effect_stringfly2(char * str)
{
int x,y,i;
unsigned char chr[5];
while (*str)
{
font_getchar(*str++, chr);
// Put a character on the back of the cube
for (x = 0; x < 5; x++)
{
for (y = 0; y < 8; y++)
{
if ((chr[x] & (0x80>>y)))
{
setvoxel(7,x+2,y);
}
}
}
// Shift the entire contents of the cube forward by 6 steps
// before placing the next character
for (i = 0; i<6; i++)
{
delay_ms(1000);
shift(AXIS_X,-1);
}
}
// Shift the last character out of the cube.
for (i = 0; i<8; i++)
{
delay_ms(1000);
shift(AXIS_X,-1);
}
}
// Draw a plane on one axis and send it back and forth once.
void effect_planboing (int plane, int speed)
{
int i;
for (i=0;i<8;i++)
{
fill(0x00);
setplane(plane, i);
delay_ms(speed);
}
for (i=7;i>=0;i--)
{
fill(0x00);
setplane(plane,i);
delay_ms(speed);
}
}
void effect_blinky2()
{
int i,r;
fill(0x00);
for (r=0;r<2;r++)
{
i = 750;
while (i>0)
{
fill(0x00);
delay_ms(i);
fill(0xff);
delay_ms(100);
i = i - (15+(1000/(i/10)));
}
delay_ms(1000);
i = 750;
while (i>0)
{
fill(0x00);
delay_ms(751-i);
fill(0xff);
delay_ms(100);
i = i - (15+(1000/(i/10)));
}
}
}
void effect_box_shrink_grow (int iterations, int rot, int flip, uint16_t delay)
{
int x, i, xyz;
for (x=0;x<iterations;x++)
{
for (i=0;i<16;i++)
{
xyz = 7-i; // This reverses counter i between 0 and 7.
if (i > 7)
xyz = i-8; // at i > 7, i 8-15 becomes xyz 0-7.
fill(0x00); delay_ms(1);
cli(); // disable interrupts while the cube is being rotated
box_wireframe(0,0,0,xyz,xyz,xyz);
if (flip > 0) // upside-down
mirror_z();
if (rot == 1 || rot == 3)
mirror_y();
if (rot == 2 || rot == 3)
mirror_x();
sei(); // enable interrupts
delay_ms(delay);
fill(0x00);
}
}
}
// Creates a wireframe box that shrinks or grows out from the center of the cube.
void effect_box_woopwoop (int delay, int grow)
{
int i,ii;
fill(0x00);
for (i=0;i<4;i++)
{
ii = i;
if (grow > 0)
ii = 3-i;
box_wireframe(4+ii,4+ii,4+ii,3-ii,3-ii,3-ii);
delay_ms(delay);
fill(0x00);
}
}
// Send a voxel flying from one side of the cube to the other
// If its at the bottom, send it to the top..
void sendvoxel_z (unsigned char x, unsigned char y, unsigned char z, int delay)
{
int i, ii;
for (i=0; i<8; i++)
{
if (z == 7)
{
ii = 7-i;
clrvoxel(x,y,ii+1);
} else
{
ii = i;
clrvoxel(x,y,ii-1);
}
setvoxel(x,y,ii);
delay_ms(delay);
}
}
// Send all the voxels from one side of the cube to the other
// Start at z and send to the opposite side.
// Sends in random order.
void sendplane_rand_z (unsigned char z, int delay, int wait)
{
unsigned char loop = 16;
unsigned char x, y;
fill(0x00);
setplane_z(z);
// Send voxels at random untill all 16 have crossed the cube.
while(loop)
{
x = rand()%4;
y = rand()%4;
if (getvoxel(x,y,z))
{
// Send the voxel flying
sendvoxel_z(x,y,z,delay);
delay_ms(wait);
loop--; // one down, loop-- to go. when this hits 0, the loop exits.
}
}
}
// For each coordinate along X and Y, a voxel is set either at level 0 or at level 7
// for n iterations, a random voxel is sent to the opposite side of where it was.
void sendvoxels_rand_z (int iterations, int delay, int wait)
{
unsigned char x, y, last_x = 0, last_y = 0, i;
fill(0x00);
// Loop through all the X and Y coordinates
for (x=0;x<8;x++)
{
for (y=0;y<8;y++)
{
// Then set a voxel either at the top or at the bottom
// rand()%2 returns either 0 or 1. multiplying by 7 gives either 0 or 7.
setvoxel(x,y,((rand()%2)*7));
}
}
for (i=0;i<iterations;i++)
{
// Pick a random x,y position
x = rand()%8;
y = rand()%8;
// but not the sameone twice in a row
if (y != last_y && x != last_x)
{
// If the voxel at this x,y is at the bottom
if (getvoxel(x,y,0))
{
// send it to the top
sendvoxel_z(x,y,0,delay);
} else
{
// if its at the top, send it to the bottom
sendvoxel_z(x,y,7,delay);
}
delay_ms(wait);
// Remember the last move
last_y = y;
last_x = x;
}
}
}
// Big ugly function :p but it looks pretty
void boingboing(uint16_t iterations, int delay, unsigned char mode, unsigned char drawmode)
{
fill(0x00); // Blank the cube
int x, y, z; // Current coordinates for the point
int dx, dy, dz; // Direction of movement
int lol, i; // lol?
unsigned char crash_x, crash_y, crash_z;
y = rand()%8;
x = rand()%8;
z = rand()%8;
// Coordinate array for the snake.
int snake[8][3];
for (i=0;i<8;i++)
{
snake[i][0] = x;
snake[i][1] = y;
snake[i][2] = z;
}
dx = 1;
dy = 1;
dz = 1;
while(iterations)
{
crash_x = 0;
crash_y = 0;
crash_z = 0;
// Let's mix things up a little:
if (rand()%3 == 0)
{
// Pick a random axis, and set the speed to a random number.
lol = rand()%3;
if (lol == 0)
dx = rand()%3 - 1;
if (lol == 1)
dy = rand()%3 - 1;
if (lol == 2)
dz = rand()%3 - 1;
}
// The point has reached 0 on the x-axis and is trying to go to -1
// aka a crash
if (dx == -1 && x == 0)
{
crash_x = 0x01;
if (rand()%3 == 1)
{
dx = 1;
} else
{
dx = 0;
}
}
// y axis 0 crash
if (dy == -1 && y == 0)
{
crash_y = 0x01;
if (rand()%3 == 1)
{
dy = 1;
} else
{
dy = 0;
}
}
// z axis 0 crash
if (dz == -1 && z == 0)
{
crash_z = 0x01;
if (rand()%3 == 1)
{
dz = 1;
} else
{
dz = 0;
}
}
// x axis 7 crash
if (dx == 1 && x == 7)
{
crash_x = 0x01;
if (rand()%3 == 1)
{
dx = -1;
} else
{
dx = 0;
}
}
// y axis 7 crash
if (dy == 1 && y == 7)
{
crash_y = 0x01;
if (rand()%3 == 1)
{
dy = -1;
} else
{
dy = 0;
}
}
// z azis 7 crash
if (dz == 1 && z == 7)
{
crash_z = 0x01;
if (rand()%3 == 1)
{
dz = -1;
} else
{
dz = 0;
}
}
// mode bit 0 sets crash action enable
if (mode | 0x01)
{
if (crash_x)
{
if (dy == 0)
{
if (y == 7)
{
dy = -1;
} else if (y == 0)
{
dy = +1;
} else
{
if (rand()%2 == 0)
{
dy = -1;
} else
{
dy = 1;
}
}
}
if (dz == 0)
{
if (z == 7)
{
dz = -1;
} else if (z == 0)
{
dz = 1;
} else
{
if (rand()%2 == 0)
{
dz = -1;
} else
{
dz = 1;
}
}
}
}
if (crash_y)
{
if (dx == 0)
{
if (x == 7)
{
dx = -1;
} else if (x == 0)
{
dx = 1;
} else
{
if (rand()%2 == 0)
{
dx = -1;
} else
{
dx = 1;
}
}
}
if (dz == 0)
{
if (z == 3)
{
dz = -1;
} else if (z == 0)
{
dz = 1;
} else
{
if (rand()%2 == 0)
{
dz = -1;
} else
{
dz = 1;
}
}
}
}
if (crash_z)
{
if (dy == 0)
{
if (y == 7)
{
dy = -1;
} else if (y == 0)
{
dy = 1;
} else
{
if (rand()%2 == 0)
{
dy = -1;
} else
{
dy = 1;
}
}
}
if (dx == 0)
{
if (x == 7)
{
dx = -1;
} else if (x == 0)
{
dx = 1;
} else
{
if (rand()%2 == 0)
{
dx = -1;
} else
{
dx = 1;
}
}
}
}
}
// mode bit 1 sets corner avoid enable
if (mode | 0x02)
{
if ( // We are in one of 8 corner positions
(x == 0 && y == 0 && z == 0) ||
(x == 0 && y == 0 && z == 7) ||
(x == 0 && y == 7 && z == 0) ||
(x == 0 && y == 7 && z == 7) ||
(x == 7 && y == 0 && z == 0) ||
(x == 7 && y == 0 && z == 7) ||
(x == 7 && y == 7 && z == 0) ||
(x == 7 && y == 7 && z == 7)
)
{
// At this point, the voxel would bounce
// back and forth between this corner,
// and the exact opposite corner
// We don't want that!
// So we alter the trajectory a bit,
// to avoid corner stickyness
lol = rand()%3;
if (lol == 0)
dx = 0;
if (lol == 1)
dy = 0;
if (lol == 2)
dz = 0;
}
}
// one last sanity check
if (x == 0 && dx == -1)
dx = 1;
if (y == 0 && dy == -1)
dy = 1;
if (z == 0 && dz == -1)
dz = 1;
if (x == 7 && dx == 1)
dx = -1;
if (y == 7 && dy == 1)
dy = -1;
if (z == 7 && dz == 1)
dz = -1;
// Finally, move the voxel.
x = x + dx;
y = y + dy;
z = z + dz;
if (drawmode == 0x01) // show one voxel at time
{
setvoxel(x,y,z);
delay_ms(delay);
clrvoxel(x,y,z);
} else if (drawmode == 0x02) // flip the voxel in question
{
flpvoxel(x,y,z);
delay_ms(delay);
} if (drawmode == 0x03) // draw a snake
{
for (i=7;i>=0;i--)
{
snake[i][0] = snake[i-1][0];
snake[i][1] = snake[i-1][1];
snake[i][2] = snake[i-1][2];
}
snake[0][0] = x;
snake[0][1] = y;
snake[0][2] = z;
for (i=0;i<8;i++)
{
setvoxel(snake[i][0],snake[i][1],snake[i][2]);
}
delay_ms(delay);
for (i=0;i<8;i++)
{
clrvoxel(snake[i][0],snake[i][1],snake[i][2]);
}
}
iterations--;
}
}
// Set or clear exactly 512 voxels in a random order.
void effect_random_filler (int delay, int state)
{
int x,y,z;
int loop = 0;
if (state == 1)
{
fill(0x00);
} else
{
fill(0xff);
}
while (loop<511)
{
x = rand()%8;
y = rand()%8;
z = rand()%8;
if ((state == 0 && getvoxel(x,y,z) == 0x01) || (state == 1 && getvoxel(x,y,z) == 0x00))
{
altervoxel(x,y,z,state);
delay_ms(delay);
loop++;
}
}
}
void effect_rain (int iterations)
{
int i, ii;
int rnd_x;
int rnd_y;
int rnd_num;
for (ii=0;ii<iterations;ii++)
{
rnd_num = rand()%4;
for (i=0; i < rnd_num;i++)
{
rnd_x = rand()%8;
rnd_y = rand()%8;
setvoxel(rnd_x,rnd_y,7);
}
delay_ms(1000);
shift(AXIS_Z,-1);
}
}
void effect_z_updown (int iterations, int delay)
{
unsigned char positions[64];
unsigned char destinations[64];
int i,y,move;
for (i=0; i<64; i++)
{
positions[i] = 4;
destinations[i] = rand()%8;
}
for (i=0; i<8; i++)
{
effect_z_updown_move(positions, destinations, AXIS_Z);
delay_ms(delay);
}
for (i=0;i<iterations;i++)
{
for (move=0;move<8;move++)
{
effect_z_updown_move(positions, destinations, AXIS_Z);
delay_ms(delay);
}
delay_ms(delay*4);
for (y=0;y<32;y++)
{
destinations[rand()%64] = rand()%8;
}
}
}
void effect_z_updown_move (unsigned char positions[64], unsigned char destinations[64], char axis)
{
int px;
for (px=0; px<64; px++)
{
if (positions[px]<destinations[px])
{
positions[px]++;
}
if (positions[px]>destinations[px])
{
positions[px]--;
}
}
draw_positions_axis (AXIS_Z, positions,0);
}
void effect_axis_updown_randsuspend (char axis, int delay, int sleep, int invert)
{
unsigned char positions[64];
unsigned char destinations[64];
int i,px;
// Set 64 random positions
for (i=0; i<64; i++)
{
positions[i] = 0; // Set all starting positions to 0
destinations[i] = rand()%8;
}
// Loop 8 times to allow destination 7 to reach all the way
for (i=0; i<8; i++)
{
// For every iteration, move all position one step closer to their destination
for (px=0; px<64; px++)
{
if (positions[px]<destinations[px])
{
positions[px]++;
}
}
// Draw the positions and take a nap
draw_positions_axis (axis, positions,invert);
delay_ms(delay);
}
// Set all destinations to 7 (opposite from the side they started out)
for (i=0; i<64; i++)
{
destinations[i] = 7;
}
// Suspend the positions in mid-air for a while
delay_ms(sleep);
// Then do the same thing one more time
for (i=0; i<8; i++)
{
for (px=0; px<64; px++)
{
if (positions[px]<destinations[px])
{
positions[px]++;
}
if (positions[px]>destinations[px])
{
positions[px]--;
}
}
draw_positions_axis (axis, positions,invert);
delay_ms(delay);
}
}
void draw_positions_axis (char axis, unsigned char positions[64], int invert)
{
int x, y, p;
fill(0x00);
for (x=0; x<8; x++)
{
for (y=0; y<8; y++)
{
if (invert)
{
p = (7-positions[(x*8)+y]);
} else
{
p = positions[(x*8)+y];
}
if (axis == AXIS_Z)
setvoxel(x,y,p);
if (axis == AXIS_Y)
setvoxel(x,p,y);
if (axis == AXIS_X)
setvoxel(p,y,x);
}
}
}
void effect_boxside_randsend_parallel (char axis, int origin, int delay, int mode)
{
int i;
int done;
unsigned char cubepos[64];
unsigned char pos[64];
int notdone = 1;
int notdone2 = 1;
int sent = 0;
for (i=0;i<64;i++)
{
pos[i] = 0;
}
while (notdone)
{
if (mode == 1)
{
notdone2 = 1;
while (notdone2 && sent<64)
{
i = rand()%64;
if (pos[i] == 0)
{
sent++;
pos[i] += 1;
notdone2 = 0;
}
}
} else if (mode == 2)
{
if (sent<64)
{
pos[sent] += 1;
sent++;
}
}
done = 0;
for (i=0;i<64;i++)
{
if (pos[i] > 0 && pos[i] <7)
{
pos[i] += 1;
}
if (pos[i] == 7)
done++;
}
if (done == 64)
notdone = 0;
for (i=0;i<64;i++)
{
if (origin == 0)
{
cubepos[i] = pos[i];
} else
{
cubepos[i] = (7-pos[i]);
}
}
delay_ms(delay);
draw_positions_axis(axis,cubepos,0);
}
}
// Light all leds layer by layer,
// then unset layer by layer
void effect_loadbar(int delay)
{
fill(0x00);
int z,y;
for (z=0;z<8;z++)
{
for (y=0;y<8;y++)
cube[z][y] = 0xff;
delay_ms(delay);
}
delay_ms(delay*3);
for (z=0;z<8;z++)
{
for (y=0;y<8;y++)
cube[z][y] = 0x00;
delay_ms(delay);
}
}
// Set n number of voxels at random positions
void effect_random_sparkle_flash (int iterations, int voxels, int delay)
{
int i;
int v;
for (i = 0; i < iterations; i++)
{
for (v=0;v<=voxels;v++)
setvoxel(rand()%8,rand()%8,rand()%8);
delay_ms(delay);
fill(0x00);
}
}
// blink 1 random voxel, blink 2 random voxels..... blink 20 random voxels
// and back to 1 again.
void effect_random_sparkle (void)
{
int i;
for (i=1;i<20;i++)
{
effect_random_sparkle_flash(5,i,200);
}
for (i=20;i>=1;i--)
{
effect_random_sparkle_flash(5,i,200);
}
}
int effect_telcstairs_do(int x, int val, int delay)
{
int y,z;
for(y = 0, z = x; y <= z; y++, x--)
{
if(x < CUBE_SIZE && y < CUBE_SIZE)
{
cube[x][y] = val;
}
}
delay_ms(delay);
return z;
}
void effect_telcstairs (int invert, int delay, int val)
{
int x;
if(invert)
{
for(x = CUBE_SIZE*2; x >= 0; x--)
{
x = effect_telcstairs_do(x,val,delay);
}
}
else
{
for(x = 0; x < CUBE_SIZE*2; x++)
{
x = effect_telcstairs_do(x,val,delay);
}
}
}
void effect_wormsqueeze (int size, int axis, int direction, int iterations, int delay)
{
int x, y, i,j,k, dx, dy;
int cube_size;
int origin = 0;
if (direction == -1)
origin = 7;
cube_size = 8-(size-1);