Arduino-Development / libraries /Adafruit_Circuit_Playground /examples /FidgetSpinner /FidgetSpinner.ino
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| // Circuit Playground Digital Fidget Spinner | |
| // ----------------------------------------- | |
| // Uses the Circuit Playground accelerometer to detect when the board | |
| // is flicked from one side or the other and animates the pixels spinning | |
| // around accordingly (with decay in speed to simulate friction). | |
| // Press one button to cycle through different color combinations, | |
| // and another button to cycle through 4 different types of animations | |
| // (single dot, dual dot, single sine wave, dual sine wave). | |
| // See the FidgetSpinner.h and PeakDetector.h files as tabs at the top | |
| // for more of the sketch code! | |
| // Author: Tony DiCola | |
| // License: MIT License (https://opensource.org/licenses/MIT) | |
| // Configure which accelerometer axis to check: | |
| // This should be one of the following values (uncomment only ONE): | |
| //#define AXIS CircuitPlayground.motionX() // X axis, good for Circuit Playground express (SAMD21). | |
| //#define AXIS CircuitPlayground.motionZ() // Z axis, wacky--try it! | |
| // Configure how the axis direction compares to pixel movement direction: | |
| // pixel movement direction, or false/0 to disable. | |
| // If the pixels spin in the opposite direction of your | |
| // flick all the time then try changing this value. | |
| // Configure pixel brightness. | |
| // Set this to a value from 0 to 255 (minimum to maximum brightness). | |
| // Configure peak detector behavior: | |
| // Must be an integer value! | |
| // value needs to be to be considered a peak. | |
| // when storing them back in the filtered values. | |
| // Should be a value from 0 to 1.0 where smaller | |
| // values mean peaks have less influence. | |
| // Configure spinner decay, i.e. how much it slows down. This should | |
| // be a value from 0 to 1 where smaller values cause the spinner to | |
| // slow down faster. | |
| // Debounce times for peak detection and button presses. | |
| // You probably don't need to change these. | |
| // Define combinations of colors. Each combo has a primary and secondary color | |
| // that are defined as 24-bit RGB values (like HTML colors, set them using hex | |
| // values). First define a struct to specify the types colors. Then define | |
| // the list of color combos. If you want to change color combos (like add or | |
| // remove them, skip down to the colors[] array below and change it. | |
| typedef struct { | |
| uint32_t primary; | |
| uint32_t secondary; | |
| } colorCombo; | |
| // Add or remove color combos here: | |
| colorCombo colors[] = { | |
| // Each color combo has the following form: | |
| // { .primary = 24-bit RGB color (use hex), .secondary = 24-bit RGB color }, | |
| // Make sure each combo ends in a comma EXCEPT for the last one! | |
| { .primary = 0xFF0000, .secondary = 0x000000 }, // Red to black | |
| { .primary = 0x00FF00, .secondary = 0x000000 }, // Green to black | |
| { .primary = 0x0000FF, .secondary = 0x000000 }, // Blue to black | |
| { .primary = 0xFF0000, .secondary = 0x00FF00 }, // Red to green | |
| { .primary = 0xFF0000, .secondary = 0x0000FF }, // Red to blue | |
| { .primary = 0x00FF00, .secondary = 0x0000FF } // Green to blue | |
| }; | |
| // Uncomment this to output a stream of debug information | |
| // from the accelerometer and peak detector. Use the serial | |
| // plotter to view the graph of these 4 values: | |
| // - Accelerometer y axis value (in m/s^2) | |
| // - Peak detector filtered y axis average | |
| // - Peak detector filtered y axis standard deviation | |
| // - Peak detector result, 0=no peak 1=positive peak, -1=negative peak | |
| // Global state used by the sketch (you don't need to change this): | |
| PeakDetector peakDetector(LAG, THRESHOLD, INFLUENCE); | |
| FidgetSpinner fidgetSpinner(DECAY); | |
| uint32_t lastMS = millis(); | |
| uint32_t peakDebounce = 0; | |
| uint32_t buttonDebounce = 0; | |
| bool lastButton1; | |
| bool lastButton2; | |
| int currentAnimation = 0; | |
| int currentColor = 0; | |
| void setup() { | |
| // Initialize serial output for debugging and plotting. | |
| Serial.begin(115200); | |
| // Initialize Circuit Playground library and set accelerometer | |
| // to its widest +/-16G range. | |
| CircuitPlayground.begin(BRIGHTNESS); | |
| CircuitPlayground.setAccelRange(LIS3DH_RANGE_16_G); | |
| // Initialize starting button state. | |
| lastButton1 = CircuitPlayground.leftButton(); | |
| lastButton2 = CircuitPlayground.rightButton(); | |
| } | |
| void loop() { | |
| // Update time since last loop call. | |
| uint32_t currentMS = millis(); | |
| uint32_t deltaMS = currentMS - lastMS; // Time in milliseconds. | |
| float deltaS = deltaMS / 1000.0; // Time in seconds. | |
| lastMS = currentMS; | |
| // Grab the current accelerometer axis value and look for a sudden peak. | |
| float accel = AXIS; | |
| int result = peakDetector.detect(accel); | |
| // If in debug mode, print out the current acceleration and peak detector | |
| // state (average, standard deviation, and peak result). Use the serial | |
| // plotter to view this over time. | |
| Serial.print(accel); | |
| Serial.print(","); | |
| Serial.print(peakDetector.getAvg()); | |
| Serial.print(","); | |
| Serial.print(peakDetector.getStd()); | |
| Serial.print(","); | |
| Serial.println(result); | |
| // If there was a peak and enough time has elapsed since the last peak | |
| // (i.e. to 'debounce' the noisey peak signal a bit) then start the spinner | |
| // moving at a velocity proportional to the accelerometer value. | |
| if ((result != 0) && (currentMS >= peakDebounce)) { | |
| peakDebounce = currentMS + PEAK_DEBOUNCE_MS; | |
| // Invert accel because accelerometer axis positive/negative is flipped | |
| // with respect to pixel positive/negative movement. | |
| if (INVERT_AXIS) { | |
| fidgetSpinner.spin(-accel); | |
| } | |
| else { | |
| fidgetSpinner.spin(accel); | |
| } | |
| } | |
| // Check if enough time has passed to test for button releases. | |
| if (currentMS >= buttonDebounce) { | |
| buttonDebounce = currentMS + BUTTON_DEBOUNCE_MS; | |
| // Check if any button was released. I.e. the last known button | |
| // state was pressed (true) and the current state is released (false). | |
| bool button1 = CircuitPlayground.leftButton(); | |
| bool button2 = CircuitPlayground.rightButton(); | |
| if (!button1 && lastButton1) { | |
| // Button 1 released! | |
| // Change to the next animation (looping back to start after 3 since | |
| // there are 4 total animations). | |
| currentAnimation = (currentAnimation + 1) % 4; | |
| } | |
| if (!button2 && lastButton2) { | |
| // Button 2 released! | |
| // Change to the next color index. | |
| currentColor = (currentColor + 1) % (sizeof(colors)/sizeof(colorCombo)); | |
| } | |
| lastButton1 = button1; | |
| lastButton2 = button2; | |
| } | |
| // Update the spinner position and draw the current animation frame. | |
| float pos = fidgetSpinner.getPosition(deltaS); | |
| switch (currentAnimation) { | |
| case 0: | |
| // Single dot. | |
| animateDots(pos, 1); | |
| break; | |
| case 1: | |
| // Two opposite dots. | |
| animateDots(pos, 2); | |
| break; | |
| case 2: | |
| // Sine wave with one peak. | |
| animateSine(pos, 1.0); | |
| break; | |
| case 3: | |
| // Sine wave with two peaks. | |
| animateSine(pos, 2.0); | |
| break; | |
| } | |
| } | |
| // Helper functions: | |
| void fillPixels(const uint32_t color) { | |
| // Set all the pixels on CircuitPlayground to the specified color. | |
| for (int i=0; i<CircuitPlayground.strip.numPixels();++i) { | |
| CircuitPlayground.strip.setPixelColor(i, color); | |
| } | |
| } | |
| float constrainPosition(const float pos) { | |
| // Take a continuous positive or negative value and map it to its relative positon | |
| // within the range 0...<10 (so it's valid as an index to CircuitPlayground pixel | |
| // position). | |
| float result = fmod(pos, CircuitPlayground.strip.numPixels()); | |
| if (result < 0.0) { | |
| result += CircuitPlayground.strip.numPixels(); | |
| } | |
| return result; | |
| } | |
| float lerp(const float x, const float x0, const float x1, const float y0, const float y1) { | |
| // Linear interpolation of value y within y0...y1 given x and range x0...x1. | |
| return y0 + (x-x0)*((y1-y0)/(x1-x0)); | |
| } | |
| uint32_t primaryColor() { | |
| return colors[currentColor].primary; | |
| } | |
| uint32_t secondaryColor() { | |
| return colors[currentColor].secondary; | |
| } | |
| uint32_t colorLerp(const float x, const float x0, const float x1, const uint32_t c0, const uint32_t c1) { | |
| // Perform linear interpolation of 24-bit RGB color values. | |
| // Will return a color within the range of c0...c1 proportional to the value x within x0...x1. | |
| uint8_t r0 = (c0 >> 16) & 0xFF; | |
| uint8_t g0 = (c0 >> 8) & 0xFF; | |
| uint8_t b0 = c0 & 0xFF; | |
| uint8_t r1 = (c1 >> 16) & 0xFF; | |
| uint8_t g1 = (c1 >> 8) & 0xFF; | |
| uint8_t b1 = c1 & 0xFF; | |
| uint32_t r = int(lerp(x, x0, x1, r0, r1)); | |
| uint32_t g = int(lerp(x, x0, x1, g0, g1)); | |
| uint32_t b = int(lerp(x, x0, x1, b0, b1)); | |
| return (r << 16) | (g << 8) | b; | |
| } | |
| // Animation functions: | |
| void animateDots(float pos, int count) { | |
| // Simple discrete dot animation. Spins dots around the board based on the specified | |
| // spinner position. Count specifies how many dots to display, each one equally spaced | |
| // around the pixels (in practice any count that 10 isn't evenly divisible by will look odd). | |
| // Count should be from 1 to 10 (inclusive)! | |
| fillPixels(secondaryColor()); | |
| // Compute each dot's position and turn on the appropriate pixel. | |
| for (int i=0; i<count; ++i) { | |
| float dotPos = constrainPosition(pos + i*(float(CircuitPlayground.strip.numPixels())/float(count))); | |
| CircuitPlayground.strip.setPixelColor(int(dotPos), primaryColor()); | |
| } | |
| CircuitPlayground.strip.show(); | |
| } | |
| void animateSine(float pos, float frequency) { | |
| // Smooth sine wave animation. Sweeps a sine wave of primary to secondary color around | |
| // the board pixels based on the specified spinner position. | |
| // Compute phase based on spinner position. As the spinner position changes the phase will | |
| // move the sine wave around the pixels. | |
| float phase = 2.0*PI*(constrainPosition(pos)/10.0); | |
| for (int i=0; i<CircuitPlayground.strip.numPixels();++i) { | |
| // Use a sine wave to compute the value of each pixel based on its position for time | |
| // (and offset by the global phase that depends on fidget spinner position). | |
| float x = sin(2.0*PI*frequency*(i/10.0)+phase); | |
| CircuitPlayground.strip.setPixelColor(i, colorLerp(x, -1.0, 1.0, primaryColor(), secondaryColor())); | |
| } | |
| CircuitPlayground.strip.show(); | |
| } | |