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- #ifndef SPHERE_3D_H__
- #define SPHERE_3D_H__
-
- #include <Arduino.h>
- #include "ILI9488_t3.h"
- #include "MathUtil.h"
- #include "BaseAnimation.h"
-
-
- const float SPHERE_3D_ROTATE_SPEED = 0.005f;
- const float SPHERE_3D_TILT_SPEED = 2.0f;
- const float SPHERE_3D_TILT_AMOUNT = 0.4f;
-
- // 3D render
- const float SPHERE_DISTANCE = 2.5f;
- const float SPHERE_OUTER_MULT = 1.414f; // spike size
-
-
- class Sphere3D : public BaseAnimation {
- public:
- Sphere3D() : BaseAnimation() {};
-
- void init( ILI9488_t3 tft );
- uint_fast16_t bgColor( void );
- String title();
- void perFrame( ILI9488_t3 tft, FrameParams frameParams );
-
- private:
- void _drawLine( ILI9488_t3 tft, float cosTilt, float sinTilt, float x, float y, float z, uint_fast16_t w_2, uint_fast16_t h_2, uint_fast16_t color );
-
- float _rotatePhase = 0;
- uint_fast16_t _baseCircSize = 0;
- uint_fast16_t _circStep = 0;
- uint_fast8_t _sparkle = 0;
-
- uint_fast16_t _bgColor;
- };
-
- void Sphere3D::init( ILI9488_t3 tft ) {
- uint_fast16_t w = tft.width();
- uint_fast16_t h = tft.height();
-
- //_bgColor = tft.color565( 0, 0x44, 0x44 ); // Only looks good in low light :P
- _bgColor = tft.color565( 0, 0, 0 );
-
- Point16 sphereTopOnScreen = xyz2screen( 0, -1.0f, SPHERE_DISTANCE, (w>>1), (h>>1) );
- _baseCircSize = (h/2) - sphereTopOnScreen.y + 1;
- }
-
- uint_fast16_t Sphere3D::bgColor(){
- return _bgColor;
- }
-
- String Sphere3D::title() {
- return "Sphere3D";
- }
-
- void Sphere3D::_drawLine( ILI9488_t3 tft, float cosTilt, float sinTilt, float x, float y, float z, uint_fast16_t w_2, uint_fast16_t h_2, uint_fast16_t color ) {
- // Tilt!
- float tempY = y;
- y = tempY*cosTilt + z*sinTilt;
- z = z*cosTilt - tempY*sinTilt;
-
- Point16 innerPt = xyz2screen( x, y, z+SPHERE_DISTANCE, w_2, h_2 );
- Point16 outerPt = xyz2screen( x*SPHERE_OUTER_MULT, y*SPHERE_OUTER_MULT, z*SPHERE_OUTER_MULT + SPHERE_DISTANCE, w_2, h_2 );
- tft.drawLine( innerPt.x, innerPt.y, outerPt.x, outerPt.y, color );
-
- // Just for kicks... Let's draw some circumference lines
- const float T_BAR_RADIUS = 0.1f;
- Point16 p0 = xyz2screen( x-z*T_BAR_RADIUS, y, z+x*T_BAR_RADIUS + SPHERE_DISTANCE, w_2, h_2 );
- Point16 p1 = xyz2screen( x+z*T_BAR_RADIUS, y, z-x*T_BAR_RADIUS + SPHERE_DISTANCE, w_2, h_2 );
- tft.drawLine( p0.x, p0.y, p1.x, p1.y, color );
-
- }
-
- void Sphere3D::perFrame( ILI9488_t3 tft, FrameParams frameParams ) {
- uint_fast16_t w = (uint_fast16_t)tft.width();
- uint_fast16_t h = (uint_fast16_t)tft.height();
-
- uint_fast16_t w_2 = (w>>1);
- uint_fast16_t h_2 = (h>>1);
-
- float oldPhase = _rotatePhase;
- _rotatePhase += frameParams.timeMult * SPHERE_3D_ROTATE_SPEED;
-
- _sparkle = max( (frameParams.audioPeak >> 1), _sparkle * (1.0f-(frameParams.timeMult*0.02f)) );
- uint_fast16_t erase = _bgColor;
-
- float x, y, z, sinLat;
-
- float oldTilt = -sin( oldPhase * SPHERE_3D_TILT_SPEED ) * SPHERE_3D_TILT_AMOUNT;
- float oldCosTilt = cos( oldTilt );
- float oldSinTilt = sin( oldTilt );
-
- float tilt = -sin( _rotatePhase * SPHERE_3D_TILT_SPEED ) * SPHERE_3D_TILT_AMOUNT;
- float cosTilt = cos( tilt );
- float sinTilt = sin( tilt );
-
- // Rotating sphere yo
- for( float lon=0.0f; lon<(M_PI*0.5f); lon+=(M_PI*0.125f) ) { // longitude (around). Only 1/4 of sphere circumference.
- for( float lat=(M_PI*0.0625f); lat<(M_PI*0.5f); lat+=(M_PI*0.125f) ) { // latitude (up & down). Only 1/2 of sphere height.
-
- // Erase the old line here
- x = cos( oldPhase + lon );
- z = sin( oldPhase + lon );
-
- y = cos( lat );
- sinLat = sin( lat );
- x *= sinLat;
- z *= sinLat;
-
- // We can swap & negate x,y,z to draw at least 8 lines without recomputing cos & sin values etc
- _drawLine( tft, oldCosTilt, oldSinTilt, x, y, z, w_2, h_2, erase );
- _drawLine( tft, oldCosTilt, oldSinTilt, -x, y, -z, w_2, h_2, erase );
- _drawLine( tft, oldCosTilt, oldSinTilt, -z, y, x, w_2, h_2, erase );
- _drawLine( tft, oldCosTilt, oldSinTilt, z, y, -x, w_2, h_2, erase );
-
- // Draw the other hemisphere
- _drawLine( tft, oldCosTilt, oldSinTilt, x, -y, z, w_2, h_2, erase );
- _drawLine( tft, oldCosTilt, oldSinTilt, -x, -y, -z, w_2, h_2, erase );
- _drawLine( tft, oldCosTilt, oldSinTilt, -z, -y, x, w_2, h_2, erase );
- _drawLine( tft, oldCosTilt, oldSinTilt, z, -y, -x, w_2, h_2, erase );
-
- // Now, draw the new lines
-
- uint_fast16_t color = tft.color565(
- random( _sparkle>>1, _sparkle ),
- random( _sparkle>>1, _sparkle ),
- 0xff
- );
-
- x = cos( _rotatePhase + lon );
- z = sin( _rotatePhase + lon );
-
- // Now we need the y (up & down), then normalize x & z to create a normalized 3D vector (length == 1.0)
- y = cos( lat );
- sinLat = sin( lat );
- x *= sinLat;
- z *= sinLat;
-
- // We can swap & negate x,y,z to draw at least 8 lines without recomputing cos & sin values etc
- _drawLine( tft, cosTilt, sinTilt, x, y, z, w_2, h_2, color );
- _drawLine( tft, cosTilt, sinTilt, -x, y, -z, w_2, h_2, color );
- _drawLine( tft, cosTilt, sinTilt, -z, y, x, w_2, h_2, color );
- _drawLine( tft, cosTilt, sinTilt, z, y, -x, w_2, h_2, color );
-
- // Draw the other hemisphere
- _drawLine( tft, cosTilt, sinTilt, x, -y, z, w_2, h_2, color );
- _drawLine( tft, cosTilt, sinTilt, -x, -y, -z, w_2, h_2, color );
- _drawLine( tft, cosTilt, sinTilt, -z, -y, x, w_2, h_2, color );
- _drawLine( tft, cosTilt, sinTilt, z, -y, -x, w_2, h_2, color );
- }
- }
-
- const uint_fast8_t RADIATION_PX = 12;
-
- _circStep += random(1,4);
- if( _circStep > RADIATION_PX ) _circStep -= RADIATION_PX;
-
- float brightAmt = ((frameParams.audioMean + 1.0f) * 0.5f); // 0.5...1
- uint_fast8_t bright = (0xff/RADIATION_PX) * brightAmt;
-
- uint_fast16_t radiationColor = tft.color565( 0, random((RADIATION_PX-_circStep)*(bright>>1)), random((RADIATION_PX-_circStep)*bright) ) | _bgColor;
- tft.drawCircle( w_2, h_2, _baseCircSize + _circStep, radiationColor );
- }
-
- #endif
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