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core.py
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core.py
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from threading import Thread
from copy import deepcopy
from time import sleep
from time import time
import RPi.GPIO as GPIO
import random
import math
class Cube(object):
"""docstring for Cube
mode 0 for continuous running
mode 1 for callback with time difference
this driver assumes that each column has its own GPIO and each layer has again its own GPIO
"""
def __init__(self, leds, mode):
super(Cube, self).__init__()
self.leds = leds
self._renderer = CubeRender(mode)
GPIO.setmode(GPIO.BOARD)
GPIO.setwarnings(False)
for x in leds["bottom"]:
for y in x:
GPIO.setup(y, GPIO.OUT)
GPIO.output(y, False)
for z in leds["layers"]:
GPIO.setup(z, GPIO.OUT)
GPIO.output(z, False)
self._renderer.nextFrame = list(list(list()))
self._renderer.leds = leds
self._renderer.start();
def set_callback(self, func):
pass
def set_cube(self, image):
self._renderer.nextFrame = image[:]
class CubeRender(Thread):
"""docstring for CubeRender"""
def __init__(self, mode):
super(CubeRender, self).__init__()
self.mode = mode
self.on = True
def run(self):
if self.mode == 0:
while(self.on):
self.frame = self.nextFrame[:]
for z, zval in enumerate(self.frame):
for y, yval in enumerate(zval):
for x, xval in enumerate(yval):
GPIO.output(self.leds["bottom"][x][y], xval)
GPIO.output(self.leds["layers"][z], True)
GPIO.output(self.leds["layers"][z], False)
else:
bitangle = [1,2,4,8]
while(self.on):
self.frame = deepcopy(self.nextFrame)
for angle in bitangle:
for i in range(0, angle):
for z, zval in enumerate(self.frame):
for y, yval in enumerate(zval):
for x, xval in enumerate(yval):
GPIO.output(self.leds["bottom"][x][y], xval % 2 == 1)
if (i + 1 == angle):
self.frame[z][y][x] = self.frame[z][y][x] >> 1
GPIO.output(self.leds["layers"][z], True)
GPIO.output(self.leds["layers"][z], False)
class drop(object):
"""docstring for drop"""
def __init__(self, x, y, speed):
super(drop, self).__init__()
self.x = x
self.y = y
self.z = 3
self.speed = speed
self.current_jump = 0
def inc(self):
if (self.current_jump + 1 > self.speed):
self.current_jump = 0
self.z = self.z - 1
else:
self.current_jump = self.current_jump + 1
class point(object):
"""docstring for point"""
def __init__(self):
super(point, self).__init__()
self.x = random.randint(0,3)
self.y = random.randint(0,3)
self.z = random.randint(0,3)
def attempt(self, coord, direction):
if direction != 0:
coord = coord + direction
if coord > 3 or coord < 0:
coord = coord - direction
return coord
def move(self):
self.x = self.attempt(self.x, random.randint(-1,1))
self.y = self.attempt(self.y, random.randint(-1,1))
self.z = self.attempt(self.z, random.randint(-1,1))
class animateCube(object):
"""docstring for animateCube"""
def __init__(self, controller):
super(animateCube, self).__init__()
self.controller = controller
random.seed(time())
self.alive = True
def wave(self, delay = 0.1, timeout=120):
i = 0
t = time()
while (self.alive and time() - t <= timeout):
sleep(delay)
l = list()
for z in range(0,4):
l.insert(z, list())
for y in range(0,4):
l[z].insert(y, list())
for x in range(0,4):
l[z][y].insert(x, False)
for z in range(0,4):
for y in range(0,4):
for x in range(0,4):
l[round(3 * math.sin((i + x + i * y * 0.1) * 0.3) ** 2)][y][x] = True
i = i + 1
self.controller.set_cube(l)
def rain(self, timeout=120):
drops = list()
t = time()
while (self.alive and time() - t <= timeout):
sleep(0.04)
l = list()
for z in range(0,4):
l.insert(z, list())
for y in range(0,4):
l[z].insert(y, list())
for x in range(0,4):
l[z][y].insert(x, False)
if (random.randint(0,10) > 7):
x = drop(random.randint(0,3),random.randint(0,3), random.randint(0,6))
drops.append(x)
for i, obj in enumerate(drops):
l[obj.z][obj.y][obj.x] = True
obj.inc()
if obj.z < 0:
drops.pop(i)
self.controller.set_cube(l)
def points(self, count = 2, timeout=120):
points = list()
for x in range(0, count):
points.append(point())
t = time()
while (self.alive and time() - t <= timeout):
sleep(0.05)
l = list()
for z in range(0, 4):
l.insert(z, list())
for y in range(0, 4):
l[z].insert(y, list())
for x in range(0, 4):
l[z][y].insert(x, False)
for obj in points:
obj.move()
l[obj.z][obj.y][obj.x] = True
self.controller.set_cube(l)
def fade_verify(self, l):
current = l[0][0][0]
for z in range(0,4):
for y in range(0,4):
for x in range(0,4):
if current != l[z][y][x]:
return False
return True
def fade(self, timeout=120):
l = list()
for z in range(0, 4):
l.insert(z, list())
for y in range(0, 4):
l[z].insert(y, list())
for x in range(0, 4):
l[z][y].insert(x, False)
flip = True
t = time()
while (self.alive and time() - t <= timeout):
sleep(0.01)
l[random.randint(0, 3)][random.randint(0, 3)][random.randint(0, 3)] = flip
if self.fade_verify(l):
flip = not flip
self.controller.set_cube(l)
def swirl(self, timeout=120):
columns = [(0,0), (1,0), (2,0), (3,0), (3,1), (3,2), (3,3), (2,3), (1,3), (0,3), (0,2), (0,1), (1,1), (2,1), (2,2), (1,2)]
t = time()
while (self.alive and time() - t <= timeout):
for i in range(0,3):
l = list()
for z in range(0,4):
l.insert(z, list())
for y in range(0,4):
l[z].insert(y, list())
for x in range(0,4):
l[z][y].insert(x, False)
for col in range(0,16):
for led in range(0,4):
if i == 0:
l[columns[col][0]][columns[col][1]][led] = True
elif i == 1:
l[columns[col][0]][led][columns[col][1]] = True
elif i == 2:
l[led][columns[col][0]][columns[col][1]] = True
self.controller.set_cube(l)
sleep(0.2)
def lines(self):
pass
if __name__ == "__main__":
leds = {
"bottom":[[15,18,38,32],[31,22,29,35],[21,13,23,36],[19,11,33,16]],
"layers":[7,40,12,37]
}
controller = Cube(leds, 0)
animations = animateCube(controller)
while True:
animations.wave()
animations.rain()
animations.points()
animations.fade()
animations.swirl()