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Diff: shape_drawer.cpp
- Revision:
- 5:495d64d8934d
- Parent:
- 4:75498bd2e742
- Child:
- 6:baece3338bfe
diff -r 75498bd2e742 -r 495d64d8934d shape_drawer.cpp
--- a/shape_drawer.cpp Fri May 01 03:26:50 2015 +0000
+++ b/shape_drawer.cpp Fri May 01 05:25:19 2015 +0000
@@ -1,3 +1,280 @@
#include "constants.h"
+#include "mbed.h"
+#include <math.h>
+
+static char work_buffer[SLICES][WIDTH];
+
+static void erase(){
+ for(int i = 0; i < SLICES; i++){
+ for(int j = 0; j < WIDTH; j++){
+ work_buffer[i][j] = 0x00;
+ }
+ }
+}
+
+void draw_circle(float r, float h){
+ for(int i = 0; i < SLICES; i++){
+ work_buffer[i][(int)rint(r)] |= (0x01 << (int)rint(h));
+ }
+}
+
+void draw_wavecircle(float r, float freq, float disp){
+ for(int i = 0; i < SLICES; i++){
+ float h = 3.5*sin(2.0 * M_PI * (i + disp) * freq / SLICES) + 3.5;
+ work_buffer[i][(int)rint(r)] |= (0x01 << (int)rint(h));
+ }
+}
+
+#define VERT 1
+#define HORZ 0
+
+static void draw_zvert_line(float x, float y, float z1, float z2);
+static void draw_orig_line(float x1, float x2, float z1, float z2, int ori);
+static void draw_perp_line(float a1, float a2, float b, float z1, float z2, int ori);
+static void draw_arb_line(float x1, float x2, float y1, float y2, float z1, float z2);
+
+static void norm_angle(float &p){
+ p = p < 0 ? p + 2 * M_PI : p;
+ p = p > 2 * M_PI ? p - 2 * M_PI : p;
+}
+
+static float deg2rad(float p){
+ return 2 * M_PI * p / SLICES;
+}
+
+static float rad2deg(float p){
+ return p * SLICES / (2 * M_PI);
+}
+
+static void step_i(float a, float b, int &i){
+ float diff = abs(a - b);
+ if(diff > SLICES / 2)
+ i = a > b ? i + 1: i - 1;
+ else
+ i = a > b ? i - 1: i + 1;
+
+ i = (i == SLICES) ? 0 : i;
+ i = (i == -1) ? SLICES - 1 : i;
+}
+
+void draw_line(float x1, float y1, float z1, float x2, float y2, float z2){
+
+ //Perfectly vertical depth lines
+ if(x1 == x2 && y1 == y2){
+ draw_zvert_line(x1, y1, z1, z2);
+ }
+
+ //Perfectly horizontal lines through origin
+ else if(y1 == 0 && y2 == 0){
+ draw_orig_line(x1, x2, z1, z2, HORZ);
+ }
+
+ //Perfectly vertical lines through origin
+ else if(x1 == 0 && x2 == 0){
+ draw_orig_line(y1, y2, z1, z2, VERT);
+ }
+
+ //Perfectly horizontal lines
+ else if(y1 == y2){
+ draw_perp_line(x1, x2, y1, z1, z2, HORZ);
+ }
+
+ //Perfectly vertical lines
+ // r = b / r cos p
+ else if(x1 == x2){
+ draw_perp_line(y1, y2, x1, z1, z2, VERT);
+ }
+
+ //Arbitrary lines
+ else {
+ draw_arb_line(x1, x2, y1, y2, z1, z2);
+ }
+}
-static char
\ No newline at end of file
+static void draw_arb_line(float x1, float x2, float y1, float y2, float z1, float z2){
+ // y = mx + b,
+ // r = b / (sin p - m cos p)
+ //
+ // if m is close to infinity, better to use
+ // x = ny + c
+ // r = c / (cos p - n sin p)
+
+ float m_1 = 1.0*(y2 - y1)/(x2 - x1);
+ float m_2 = 1.0*(x2 - x1)/(y2 - y1);
+ float d = sqrt((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1));
+ float m_h = (z2 - z1)/d;
+ float m, p1, p2, b, h;
+ int ori;
+
+ //x = m_2 y + b is steeper than y = m_1 x + b
+ if(abs(m_2) > abs(m_1)){
+ m = m_1;
+ b = y1 - m * x1;
+ ori = HORZ;
+ } else {
+ m = m_2;
+ b = x1 - m * y1;
+ ori = VERT;
+ }
+
+ p1 = atan2(y1, x1);
+ p2 = atan2(y2, x2);
+
+ norm_angle(p1);
+ norm_angle(p2);
+
+ h = z1;
+
+ int i1 = rad2deg(p1);
+ int i2 = rad2deg(p2);
+
+ while(true){
+ float p = deg2rad(i1);
+ float r = (ori == HORZ) ? b / (sin(p) - m * cos(p)) : b / (cos(p) - m * sin(p));
+
+ float dx = r * cos(p);
+ float dy = r * sin(p);
+
+ float dd = sqrt((x1 - dx)*(x1 - dx) + (y1 - dy)*(y1 - dy));
+ h = z1 + m_h * dd;
+
+ if((int)rint(r) < WIDTH)
+ work_buffer[i1][(int)rint(r)] |= (0x01 << (int)rint(h));
+
+ if(i1 == i2)
+ break;
+
+ step_i(i1, i2, i1);
+ }
+}
+
+static void draw_perp_line(float a1, float a2, float b, float z1, float z2, int ori){
+ float p1 = (ori == HORZ) ? atan2(b, a1) : atan2(a1, b);
+ float p2 = (ori == HORZ) ? atan2(b, a2) : atan2(a2, b);
+
+ norm_angle(p1);
+ norm_angle(p2);
+
+ int i1 = rad2deg(p1);
+ int i2 = rad2deg(p2);
+
+ float m = (z2 - z1)/(a2 - a1);
+
+ while(true){
+ float p = deg2rad(i1);
+ float r = (ori == HORZ) ? b / sin(p) : b / cos(p);
+ float d = (ori == HORZ) ? b / tan(p) : b * tan(p);
+ float h = z1 + m * (d - a1);
+
+ if((int)rint(r) < WIDTH)
+ work_buffer[i1][(int)rint(r)] |= (0x01 << (int)rint(h));
+
+ if(i1 == i2)
+ break;
+
+ step_i(i1, i2, i1);
+ }
+}
+
+static void draw_orig_line(float r1, float r2, float z1, float z2, int ori){
+ int p1, p2;
+ float m;
+
+ if(ori == HORZ){
+ p1 = 0;
+ p2 = SLICES / 2 - 1;
+ m = (1.0*z2 - 1.0*z1)/(1.0*r2 - 1.0*r1);
+ } else {
+ p1 = SLICES / 4 - 1;
+ p2 = 3 * SLICES / 4 - 1;
+ m = (1.0*z2 - 1.0*z1)/(1.0*r2 - 1.0*r1);
+ }
+
+ int i = r1;
+ while(true){
+ float h = z1 + m * (i - r1);
+
+ if(i >= 0){
+ work_buffer[p1][i] |= (0x01 << (int)rint(h));
+ } else if(i <= 0){
+ work_buffer[p2][-i] |= (0x01 << (int)rint(h));
+ }
+
+ if(i == r2)
+ break;
+
+ printf("i: %d, h: %d\n", i, (int)rint(h));
+
+ i = r1 > r2 ? i - 1 : i + 1;
+ }
+}
+
+static void draw_zvert_line(float x, float y, float z1, float z2){
+ float r = sqrt(1.0*x*x + 1.0*y*y);
+ float p = atan2(y, x);
+
+ //set p to 0 - 2p range, and convert to slice index
+ norm_angle(p);
+ p = rad2deg(p);
+
+ int i = z1;
+ while(true){
+ work_buffer[(int)rint(p)][(int)rint(r)] |= (0x01 << i);
+
+ if(i == z2)
+ break;
+
+ step_i(z1, z2, i);
+ }
+}
+
+/*
+ Moves shapes in work_buffer over to display_buffer in a format that accounts for
+ displaced blades on display
+*/
+static void init_displacements();
+static int displacements[HEIGHT];
+
+void move_buffer(char (*buffer)[SLICES][WIDTH]){
+ static bool initialized = false;
+
+ if(!initialized){
+ init_displacements();
+ }
+
+ for(int i = 0; i < SLICES; i++){
+ for(int j = 0; j < WIDTH; j++){
+ char bit = 0x00;
+
+ for(int h = 0; h < HEIGHT; h++){
+ bit |= (work_buffer[(i + displacements[h]) % SLICES][j] & (0x01 << h));
+ }
+
+ (*buffer)[i][j] = bit;
+ }
+ }
+
+ erase();
+}
+
+/*
+ Initializes buffer used to adjust for vertical misalignment of display blades
+*/
+static void init_displacements(){
+
+ for(int i = 0; i < HEIGHT; i++){
+ switch(i){
+ case 0: displacements[i] = 0; break;
+ case 1: displacements[i] = 4 * SLICES / 8; break;
+ case 2: displacements[i] = 7 * SLICES / 8 - 5; break;
+ case 3: displacements[i] = 3 * SLICES / 8 - 8; break;
+ case 4: displacements[i] = 6 * SLICES / 8 - 6; break;
+ case 5: displacements[i] = 2 * SLICES / 8 - 7; break;
+ case 6: displacements[i] = 5 * SLICES / 8 - 7; break;
+ case 7: displacements[i] = 1 * SLICES / 8 - 8; break;
+ }
+ }
+}
+
+
+