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Add port of digital sand to examples.
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# Digital sand demo uses the accelerometer to move sand particiles in a | ||
# realistic way. Tilt the board to see the sand grains tumble around and light | ||
# up LEDs. Based on the code created by Phil Burgess and Dave Astels, see: | ||
# https://learn.adafruit.com/digital-sand-dotstar-circuitpython-edition/code | ||
# https://learn.adafruit.com/animated-led-sand | ||
# Ported to sino:bit by Tony DiCola | ||
# | ||
# The MIT License (MIT) | ||
# | ||
# Copyright (c) 2018 Tony DiCola | ||
# | ||
# Permission is hereby granted, free of charge, to any person obtaining a copy | ||
# of this software and associated documentation files (the "Software"), to deal | ||
# in the Software without restriction, including without limitation the rights | ||
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
# copies of the Software, and to permit persons to whom the Software is | ||
# furnished to do so, subject to the following conditions: | ||
# | ||
# The above copyright notice and this permission notice shall be included in | ||
# all copies or substantial portions of the Software. | ||
# | ||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
# THE SOFTWARE. | ||
import math | ||
import random | ||
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import microbit | ||
import sinobit | ||
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# Configuration: | ||
GRAINS = 20 # Number of grains of sand | ||
WIDTH = 12 # Display width in pixels | ||
HEIGHT = 12 # Display height in pixels | ||
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# Class to represent the position of each grain. | ||
class Grain: | ||
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def __init__(self): | ||
self.x = 0 | ||
self.y = 0 | ||
self.vx = 0 | ||
self.vy = 0 | ||
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# Helper to find a grain at x, y within the occupied_bits list. | ||
def index_of_xy(x, y): | ||
return (y >> 8) * WIDTH + (x >> 8) | ||
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# Global state | ||
max_x = WIDTH * 256 - 1 # Grain coordinates are 256 times the pixel | ||
max_y = HEIGHT * 256 - 1 # coordinates to allow finer sub-pixel movements. | ||
grains = [Grain() for _ in range(GRAINS)] | ||
occupied_bits = [False for _ in range(WIDTH * HEIGHT)] | ||
oldidx = 0 | ||
newidx = 0 | ||
delta = 0 | ||
newx = 0 | ||
newy = 0 | ||
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# Randomly place grains to start. Go through each grain and pick random | ||
# positions until one is found. Start with no initial velocity too. | ||
for g in grains: | ||
placed = False | ||
while not placed: | ||
g.x = random.randint(0, max_x) | ||
g.y = random.randint(0, max_y) | ||
placed = not occupied_bits[index_of_xy(g.x, g.y)] | ||
occupied_bits[index_of_xy(g.x, g.y)] = True | ||
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# Main loop. | ||
while True: | ||
# Draw each grain. | ||
sinobit.display.clear() | ||
for g in grains: | ||
x = g.x >> 8 # Convert from grain coordinates to pixel coordinates by | ||
y = g.y >> 8 # dividing by 256. | ||
sinobit.display.set_pixel(x, y, True) | ||
sinobit.display.write() | ||
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# Read accelerometer... | ||
f_x, f_y, f_z = microbit.accelerometer.get_values() | ||
# sinobit accelerometer returns values in signed -1024 to 1024 values | ||
# that are millig's. We'll divide by 8 to get a value in the -127 to 127 | ||
# range for the sand coordinates. We invert the y axis to match the | ||
# current display orientation too. | ||
f_y *= -1 # Invert y | ||
ax = f_x >> 3 # Transform accelerometer axes | ||
ay = f_y >> 3 # to grain coordinate space (divide by 8) | ||
az = abs(f_z) >> 6 # Random motion factor grabs a few top | ||
# bits from Z axis. | ||
az = 1 if (az >= 3) else (4 - az) # Clip & invert | ||
ax -= az # Subtract motion factor from X, Y | ||
ay -= az | ||
az2 = (az << 1) + 1 # Range of random motion to add back in | ||
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# ...and apply 2D accel vector to grain velocities... | ||
v2 = 0 # Velocity squared | ||
v = 0.0 # Absolute velociy | ||
for g in grains: | ||
g.vx += ax + random.randint(0, az2) # A little randomness makes | ||
g.vy += ay + random.randint(0, az2) # tall stacks topple better! | ||
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# Terminal velocity (in any direction) is 256 units -- equal to | ||
# 1 pixel -- which keeps moving grains from passing through each other | ||
# and other such mayhem. Though it takes some extra math, velocity is | ||
# clipped as a 2D vector (not separately-limited X & Y) so that | ||
# diagonal movement isn't faster | ||
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v2 = g.vx * g.vx + g.vy * g.vy | ||
if v2 > 65536: # If v^2 > 65536, then v > 256 | ||
v = math.floor(math.sqrt(v2)) # Velocity vector magnitude | ||
g.vx = (g.vx // v) << 8 # Maintain heading | ||
g.vy = (g.vy // v) << 8 # Limit magnitude | ||
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# ...then update position of each grain, one at a time, checking for | ||
# collisions and having them react. This really seems like it shouldn't | ||
# work, as only one grain is considered at a time while the rest are | ||
# regarded as stationary. Yet this naive algorithm, taking many not- | ||
# technically-quite-correct steps, and repeated quickly enough, | ||
# visually integrates into something that somewhat resembles physics. | ||
# (I'd initially tried implementing this as a bunch of concurrent and | ||
# "realistic" elastic collisions among circular grains, but the | ||
# calculations and volument of code quickly got out of hand for both | ||
# the tiny 8-bit AVR microcontroller and my tiny dinosaur brain.) | ||
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for g in grains: | ||
newx = g.x + g.vx # New position in grain space | ||
newy = g.y + g.vy | ||
if newx > max_x: # If grain would go out of bounds | ||
newx = max_x # keep it inside, and | ||
g.vx //= -2 # give a slight bounce off the wall | ||
elif newx < 0: | ||
newx = 0 | ||
g.vx //= -2 | ||
if newy > max_y: | ||
newy = max_y | ||
g.vy //= -2 | ||
elif newy < 0: | ||
newy = 0 | ||
g.vy //= -2 | ||
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oldidx = index_of_xy(g.x, g.y) # prior pixel | ||
newidx = index_of_xy(newx, newy) # new pixel | ||
if oldidx != newidx and occupied_bits[newidx]: # If grain is moving to a new pixel... | ||
# but if that pixel is already occupied... | ||
delta = abs(newidx - oldidx) # What direction when blocked? | ||
if delta == 1: # 1 pixel left or right | ||
newx = g.x # cancel x motion | ||
g.vx //= -2 # and bounce X velocity (Y is ok) | ||
newidx = oldidx # no pixel change | ||
elif delta == WIDTH: # 1 pixel up or down | ||
newy = g.y # cancel Y motion | ||
g.vy //= -2 # and bounce Y velocity (X is ok) | ||
newidx = oldidx # no pixel change | ||
else: # Diagonal intersection is more tricky... | ||
# Try skidding along just one axis of motion if possible (start w/ | ||
# faster axis). Because we've already established that diagonal | ||
# (both-axis) motion is occurring, moving on either axis alone WILL | ||
# change the pixel index, no need to check that again. | ||
if abs(g.vx) > abs(g.vy): # x axis is faster | ||
newidx = index_of_xy(newx, g.y) | ||
if not occupied_bits[newidx]: # that pixel is free, take it! But... | ||
newy = g.y # cancel Y motion | ||
g.vy //= -2 # and bounce Y velocity | ||
else: # X pixel is taken, so try Y... | ||
newidx = index_of_xy(g.x, newy) | ||
if not occupied_bits[newidx]: # Pixel is free, take it, but first... | ||
newx = g.x # Cancel X motion | ||
g.vx //= -2 # Bounce X velocity | ||
else: # both spots are occupied | ||
newx = g.x # Cancel X & Y motion | ||
newy = g.y | ||
g.vx //= -2 # Bounce X & Y velocity | ||
g.vy //= -2 | ||
newidx = oldidx # Not moving | ||
else: # y axis is faster. start there | ||
newidx = index_of_xy(g.x, newy) | ||
if not occupied_bits[newidx]: # Pixel's free! Take it! But... | ||
newx = g.x # Cancel X motion | ||
g.vx //= -2 # Bounce X velocity | ||
else: # Y pixel is taken, so try X... | ||
newidx = index_of_xy(newx, g.y) | ||
if not occupied_bits[newidx]: # Pixel is free, take it, but first... | ||
newy = g.y # cancel Y motion | ||
g.vy //= -2 # and bounce Y velocity | ||
else: # both spots are occupied | ||
newx = g.x # Cancel X & Y motion | ||
newy = g.y | ||
g.vx //= -2 # Bounce X & Y velocity | ||
g.vy //= -2 | ||
newidx = oldidx # Not moving | ||
occupied_bits[oldidx] = False | ||
occupied_bits[newidx] = True | ||
g.x = newx | ||
g.y = newy |