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Code to generate animations and to map logical model onto physical pixel layout

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Pixel Animation Support

This module provides support for generating animations of pixels and for marshaling pixel data into a format that can easily be sent to a pixel controller.

This consists of several distinct areas, summarized below.

Logical-to-Physical Mapping

This area consists of the following tasks:

  • Support a logical view of the pixel model, consisting of a set of 'universes', each of which is a linear array of pixels corresponding to some model element.
  • Allow definition of a mapping from the logical 'universe' view of the model to physical pixel layout defined by a number of controller boards, pixel strands within the controller boards, and pixels within the strands. A logical universe can span multiple physical strands and occupy only portions of strands.
  • Maintaining a buffer of pixel data, which can be updated by providing new frame data at the granularity of a universe, and retrieved at the granularity of a strand, to be sent to the pixel controller.

See universe.go.

Effect Definition

Implementations of various animation effects, such as fades, keyframe-based animations, 'walking' pixels, etc. These effects can be parameterized by color, duration, etc. as appropriate for the effect in question. They then produce frames of pixel data for a universe to realize that effect.

Effect Sequencing

Effects are the building blocks of animations. Sitting on top of the effects is a sequencing layer that orchestrates effects across universes in order to achieve a particular sequence of animations. A change in portal state will typically trigger an effect sequence.

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Code to generate animations and to map logical model onto physical pixel layout

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