flip.ino is working ish (terribly) on the uno mega
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3 changed files with 516 additions and 82 deletions
334
flip.ino
Normal file
334
flip.ino
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#include <Arduino.h>
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#include <lcdgfx.h>
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#include <FastTrig.h>
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// this is working on the mega
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DisplaySSD1306_128x64_I2C display(-1);
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// Simulation constants
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#define SIM_WIDTH 128
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#define SIM_HEIGHT 64
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#define NUM_PARTICLES 80
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#define PARTICLE_RADIUS 2
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#define GRAVITY 0.9f
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#define DAMPING 0.92f
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#define PRESSURE_RADIUS 4.5f
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#define PRESSURE_FORCE 0.6f
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#define MAX_VEL 10.0f
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#ifdef __AVR__
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typedef int16_t fixed_t;
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#define FIX_SHIFT 6
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#define TO_FIXED(x) ((fixed_t)((x) * (1<<FIX_SHIFT)))
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#define TO_FLOAT(x) ((x) / (1<<FIX_SHIFT))
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struct Particle {
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fixed_t x, y;
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fixed_t vx, vy;
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};
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#else
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typedef float f32 __attribute__((aligned(4)));
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struct Particle {
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f32 x, y;
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f32 vx, vy;
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};
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#endif
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inline float fast_sqrt(float x) {
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union { float f; uint32_t i; } u;
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u.f = x;
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u.i = 0x5f375a86 - (u.i >> 1);
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return u.f * (1.5f - 0.5f * x * u.f * u.f);
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}
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Particle particles[NUM_PARTICLES];
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uint8_t canvasData[SIM_WIDTH*(SIM_HEIGHT/8)];
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NanoCanvas1 canvas(SIM_WIDTH, SIM_HEIGHT, canvasData);
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#define GRID_SIZE 16
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#define CELL_SIZE (SIM_WIDTH/GRID_SIZE)
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struct GridCell {
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uint8_t particles[10];
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uint8_t count;
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};
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GridCell grid[GRID_SIZE][GRID_SIZE];
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void buildSpatialGrid() {
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memset(grid, 0, sizeof(grid));
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for(int i=0; i<NUM_PARTICLES; i++) {
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#ifdef __AVR__
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float x = TO_FLOAT(particles[i].x);
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float y = TO_FLOAT(particles[i].y);
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#else
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float x = particles[i].x;
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float y = particles[i].y;
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#endif
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int gx = constrain(x / CELL_SIZE, 0, GRID_SIZE-1);
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int gy = constrain(y / CELL_SIZE, 0, GRID_SIZE-1);
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if(grid[gx][gy].count < 10) {
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grid[gx][gy].particles[grid[gx][gy].count++] = i;
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}
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}
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}
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void setup() {
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// String str; // Hhack
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display.begin();
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display.clear();
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canvas.setMode(CANVAS_MODE_TRANSPARENT);
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// Serial.begin(115200);
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// while (!Serial);
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// Initialize particles in a droplet pattern
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float cx = SIM_WIDTH/2;
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float cy = SIM_HEIGHT/4;
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#ifdef __AVR__
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for(int i=0; i<NUM_PARTICLES; i++) {
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float angle = random(360) * PI / 180.0f;
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float radius = random(10);
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float x_offset = icos(angle) * radius;
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float y_offset = isin(angle) * radius;
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// Constrain BEFORE fixed-point conversion
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float xpos = constrain(cx + x_offset, 0.0f, SIM_WIDTH-1.0f);
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float ypos = constrain(cy + y_offset, 0.0f, SIM_HEIGHT-1.0f);
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particles[i].x = TO_FIXED(xpos);
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particles[i].y = TO_FIXED(ypos);
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//Serial.print(str+"Particle "+i+": (angle)"+angle+", (radius)"+radius+" (offsets)"+x_offset+","+y_offset+" -> (x,y)"+particles[i].x+","+particles[i].y+"\n");
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// Ensure velocities are within range
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particles[i].vx = TO_FIXED(constrain((random(-50,50)/25.0f), -2.0f, 2.0f));
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particles[i].vy = TO_FIXED(constrain((random(-25,50)/25.0f), -1.0f, 2.0f));
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}
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#else
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for(int i=0; i<NUM_PARTICLES; i++) {
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float angle = random(360) * PI / 180.0;
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float radius = random(10);
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particles[i].x = cx + icos(angle) * radius;
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particles[i].y = cy + isin(angle) * radius;
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particles[i].vx = random(-50,50)/25.0; // -2 to +2
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particles[i].vy = random(-25,50)/25.0; // -1 to +2
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}
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#endif
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}
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void applyPhysics() {
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#ifdef __AVR__
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// Fixed-point implementation
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const fixed_t gravity = TO_FIXED(GRAVITY);
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const fixed_t damping = TO_FIXED(DAMPING);
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const fixed_t pressure_radius = TO_FIXED(PRESSURE_RADIUS);
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const fixed_t max_vel = TO_FIXED(MAX_VEL);
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// Convert spatial grid to fixed-point
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buildSpatialGrid();
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const int32_t pressure_radius_sq = ((int32_t)pressure_radius * pressure_radius) >> FIX_SHIFT;
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// Particle interactions
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for(int i=0; i<NUM_PARTICLES; i++) {
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const int gx = TO_FLOAT(particles[i].x) / CELL_SIZE;
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const int gy = TO_FLOAT(particles[i].y) / CELL_SIZE;
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for(int dx=-1; dx<=1; dx++) {
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for(int dy=-1; dy<=1; dy++) {
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if(gx+dx < 0 || gx+dx >= GRID_SIZE) continue;
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if(gy+dy < 0 || gy+dy >= GRID_SIZE) continue;
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GridCell &cell = grid[gx+dx][gy+dy];
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for(int c=0; c<cell.count; c++) {
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const int j = cell.particles[c];
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if(j <= i) continue;
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const fixed_t dx = particles[j].x - particles[i].x;
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const fixed_t dy = particles[j].y - particles[i].y;
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const fixed_t dist_sq = (dx*dx + dy*dy) >> FIX_SHIFT;
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if(dist_sq < pressure_radius_sq && dist_sq > TO_FIXED(0.01f)) {
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// Convert to float for precise calculation
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float fx = TO_FLOAT(dx);
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float fy = TO_FLOAT(dy);
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float dist = sqrt(fx*fx + fy*fy) + 0.001f;
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// Normalize direction vector
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float nx = fx / dist;
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float ny = fy / dist;
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// Calculate force magnitude
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float force = PRESSURE_FORCE * (1.0f - dist/TO_FLOAT(pressure_radius));
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// Apply force to both particles
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float fx_impulse = force * nx;
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float fy_impulse = force * ny * 0.7f; // Reduce vertical effect
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particles[i].vx -= TO_FIXED(fx_impulse);
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particles[i].vy -= TO_FIXED(fy_impulse);
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particles[j].vx += TO_FIXED(fx_impulse);
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particles[j].vy += TO_FIXED(fy_impulse);
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}
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}
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}
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}
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}
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// Physics update with constraints
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for(int i=0; i<NUM_PARTICLES; i++) {
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// Apply gravity
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particles[i].vy += gravity;
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// Update position
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particles[i].x += particles[i].vx;
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particles[i].y += particles[i].vy;
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// Velocity constraints
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particles[i].vx = constrain(particles[i].vx, -TO_FIXED(MAX_VEL*2), TO_FIXED(MAX_VEL*2));
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particles[i].vy = constrain(particles[i].vy, -TO_FIXED(MAX_VEL*2), TO_FIXED(MAX_VEL*2));
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// Simple floor collision
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// if(TO_FLOAT(particles[i].y) > SIM_HEIGHT-1) {
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// particles[i].y = TO_FIXED(SIM_HEIGHT-1);
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// particles[i].vy = -particles[i].vy * damping;
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// }
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// Boundary checks
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const float x = TO_FLOAT(particles[i].x);
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const float y = TO_FLOAT(particles[i].y);
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if(x <= 0 || x >= SIM_WIDTH-1) {
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particles[i].vx = (-damping * particles[i].vx) >> FIX_SHIFT;
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particles[i].x = TO_FIXED(constrain(x, 1, SIM_WIDTH-2));
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}
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if(y <= 0 || y >= SIM_HEIGHT-1) {
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particles[i].vy = (-damping * particles[i].vy) >> FIX_SHIFT;
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particles[i].y = TO_FIXED(constrain(y, 1, SIM_HEIGHT-2));
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}
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}
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#else
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// Build spatial grid
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buildSpatialGrid();
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// Interactions using grid
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const float PRESSURE_RADIUS_SQ = PRESSURE_RADIUS * PRESSURE_RADIUS;
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for(int i=0; i<NUM_PARTICLES; i++) {
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const int gx = particles[i].x / CELL_SIZE;
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const int gy = particles[i].y / CELL_SIZE;
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// Check 3x3 grid around particle
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for(int dx=-1; dx<=1; dx++) {
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for(int dy=-1; dy<=1; dy++) {
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if(gx+dx < 0 || gx+dx >= GRID_SIZE) continue;
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if(gy+dy < 0 || gy+dy >= GRID_SIZE) continue;
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GridCell &cell = grid[gx+dx][gy+dy];
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for(int c=0; c<cell.count; c++) {
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const int j = cell.particles[c];
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if(j <= i) continue; // Avoid duplicate pairs
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const float dx = particles[j].x - particles[i].x;
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const float dy = particles[j].y - particles[i].y;
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const float dist_sq = dx*dx + dy*dy;
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if(dist_sq < PRESSURE_RADIUS_SQ && dist_sq > 0.01f) {
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const float dist = fast_sqrt(dist_sq) + 0.001f;
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const float force = PRESSURE_FORCE * (1.0f - dist/PRESSURE_RADIUS);
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// Only apply horizontal forces to preserve gravity
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particles[i].vx -= force * dx/dist;
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particles[j].vx += force * dx/dist;
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// Reduce vertical force impact
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particles[i].vy -= force * dy/dist * 0.3f;
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particles[j].vy += force * dy/dist * 0.3f;
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}
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}
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}
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}
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}
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// Gravity and movement
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for(int i=0; i<NUM_PARTICLES; i++) {
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particles[i].vy += GRAVITY;
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particles[i].x += particles[i].vx;
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particles[i].y += particles[i].vy;
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particles[i].vx = constrain(particles[i].vx, -MAX_VEL, MAX_VEL);
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particles[i].vy = constrain(particles[i].vy, -MAX_VEL, MAX_VEL);
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// X-axis
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if(particles[i].x <= 0 || particles[i].x >= SIM_WIDTH-1) {
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particles[i].vx *= -DAMPING;
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particles[i].x = constrain(particles[i].x, 1, SIM_WIDTH-2);
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}
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// Y-axis
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if(particles[i].y <= 0 || particles[i].y >= SIM_HEIGHT-1) {
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particles[i].vy *= -DAMPING;
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particles[i].y = constrain(particles[i].y, 1, SIM_HEIGHT-2);
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}
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}
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#endif
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}
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// Direct canvas buffer access (replace drawParticles)
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void drawParticles() {
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// Clear canvas by direct memory access
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memset(canvasData, 0, sizeof(canvasData));
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// canvas.clear();
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// bool occupied[SIM_WIDTH][SIM_HEIGHT] = {false};
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for(int i=0; i<NUM_PARTICLES; i++) {
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#ifdef __AVR__
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int x = static_cast<int>(TO_FLOAT(particles[i].x) + 0.5f);
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int y = static_cast<int>(TO_FLOAT(particles[i].y) + 0.5f);
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#else
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int x = constrain(static_cast<int>(particles[i].x + 0.5f), 0, SIM_WIDTH-1);
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int y = constrain(static_cast<int>(particles[i].y + 0.5f), 0, SIM_HEIGHT-1);
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#endif
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#if PARTICLE_RADIUS == 1
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canvas.putPixel(x, y);
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#else
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canvas.drawCircle(x,y,PARTICLE_RADIUS);
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#endif
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// if(!occupied[x][y]) {
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// canvas.putPixel(x, y);
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// occupied[x][y] = true;
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// // Add neighbor pixels if using 2x2
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// if(x < SIM_WIDTH-1 && !occupied[x+1][y]) {
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// canvas.putPixel(x+1, y);
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// occupied[x+1][y] = true;
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// }
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// if(y < SIM_HEIGHT-1 && !occupied[x][y+1]) {
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// canvas.putPixel(x, y+1);
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// occupied[x][y+1] = true;
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// }
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// }
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}
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display.drawCanvas(0,0,canvas);
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}
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void loop() {
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static uint32_t last_frame = 0;
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//lcd_delay(5000);
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drawParticles();
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//delay(1000);
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if(millis() - last_frame >= 33) {
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last_frame = millis();
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applyPhysics();
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} else {
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lcd_delay(millis() - last_frame);
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}
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}
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113
sketch copy.ino
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113
sketch copy.ino
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#include <lcdgfx.h>
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#include <nano_engine_v2.h>
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#include <nano_gfx_types.h>
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#define BAUD_RATE 115200
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#include <Arduino.h>
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#include <lcdgfx.h>
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// The parameters are RST pin, BUS number, CS pin, DC pin, FREQ (0 means default), CLK pin, MOSI pin
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//DisplaySSD1325_128x64_SPI display(3,{-1, 4, 5, 0,-1,-1}); // Use this line for Atmega328p (3=RST, 4=CE, 5=D/C)
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//DisplaySSD1325_128x64_I2C display(-1); // or (-1,{busId, addr, scl, sda, frequency}). This line is suitable for most platforms by default
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//DisplaySSD1325_128x64_SPI display(22,{-1, 5, 21, 0,-1,-1}); // Use this line for ESP32 (VSPI) (gpio22=RST, gpio5=CE for VSPI, gpio21=D/C)
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//DisplaySSD1325_128x64_SPI display(4,{-1, -1, 5, 0,-1,-1}); // Use this line for ESP8266 Arduino style rst=4, CS=-1, DC=5
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// And ESP8266 RTOS IDF. GPIO4 is D2, GPIO5 is D1 on NodeMCU boards
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DisplaySSD1306_128x64_I2C display(-1);
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#define PANEL_RES_X 128
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#define PANEL_RES_Y 64
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#define SIM_WIDTH (PANEL_RES_X)
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#define SIM_HEIGHT PANEL_RES_Y
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#define NUM_PARTICLES 255
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#define FIXED_SHIFT 8
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typedef int16_t fixed_t;
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#define TO_FIXED(x) ((fixed_t)((x) * (1 << FIXED_SHIFT)))
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#define TO_FLOAT(x) ((float)(x) / (1 << FIXED_SHIFT))
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struct Particle {
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fixed_t x, y;
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fixed_t vx, vy;
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};
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Particle particles[NUM_PARTICLES];
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const int canvasWidth = SIM_WIDTH; // Width must be power of 2, i.e. 16, 32, 64, 128...
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const int canvasHeight = SIM_HEIGHT; // Height must be divided on 8, i.e. 8, 16, 24, 32...
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const fixed_t gravity = TO_FIXED(0.4);
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const fixed_t damping = TO_FIXED(0.6);
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const fixed_t border = TO_FIXED(0.1);
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const uint32_t frame_time = 33; // ~30 FPS
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uint8_t canvasData[canvasWidth*(canvasHeight/8)];
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NanoCanvas1 canvas(canvasWidth, canvasHeight, canvasData);
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void updatePhysics() {
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const fixed_t max_x = TO_FIXED(SIM_WIDTH-1);
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const fixed_t max_y = TO_FIXED(SIM_HEIGHT-1);
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for (int i = 0; i < NUM_PARTICLES; i++) {
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particles[i].vy += gravity;
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particles[i].x += particles[i].vx;
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particles[i].y += particles[i].vy;
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particles[i].x = constrain(particles[i].x, TO_FIXED(0), max_x);
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particles[i].y = constrain(particles[i].y, TO_FIXED(0), max_y);
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// Boundary collisions
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if (TO_FLOAT(particles[i].x) <= TO_FLOAT(border) || TO_FLOAT(particles[i].x) >= (SIM_WIDTH - TO_FLOAT(border))) {
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particles[i].vx = -particles[i].vx * damping;
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particles[i].x = constrain(particles[i].x, border, TO_FIXED(SIM_WIDTH) - border);
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}
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if (TO_FLOAT(particles[i].y) < TO_FLOAT(border) || TO_FLOAT(particles[i].y) >= (SIM_HEIGHT - TO_FLOAT(border))) {
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particles[i].vy = -particles[i].vy * damping;
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particles[i].y = constrain(particles[i].y, border, TO_FIXED(SIM_HEIGHT) - border);
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}
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}
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}
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void drawParticles() {
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canvas.clear();
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for (int i = 0; i < NUM_PARTICLES; i++) {
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int x = constrain(TO_FLOAT(particles[i].x), 0, SIM_WIDTH-1);
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int y = constrain(TO_FLOAT(particles[i].y), 0, SIM_HEIGHT-1);
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canvas.putPixel(x, y);
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}
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display.drawCanvas(0,0,canvas);
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}
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// Setup, initialize
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void setup()
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{
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//Serial.begin(115200);
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display.begin();
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display.clear();
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canvas.setMode( CANVAS_MODE_TRANSPARENT );
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// display.setColor( 65535 );
|
||||
|
||||
// Initialize particles
|
||||
for (int i = 0; i < NUM_PARTICLES; i++) {
|
||||
particles[i].x = TO_FIXED(random(SIM_WIDTH-1));
|
||||
particles[i].y = TO_FIXED(random(SIM_HEIGHT/2));
|
||||
particles[i].vx = TO_FIXED((random(-100, 100)/100.0) * 0.7);
|
||||
particles[i].vy = TO_FIXED((random(-50, 50)/100.0));
|
||||
}
|
||||
}
|
||||
|
||||
// Loop forever
|
||||
void loop()
|
||||
{
|
||||
// static uint32_t last_frame = 0;
|
||||
|
||||
|
||||
//if (millis() - last_frame >= frame_time) {
|
||||
//Serial.print(display.getColor());
|
||||
//Serial.print("Hi");
|
||||
updatePhysics();
|
||||
drawParticles();
|
||||
//last_frame = millis();
|
||||
//}
|
||||
lcd_delay(frame_time);
|
||||
}
|
151
sketch.ino
151
sketch.ino
|
@ -1,13 +1,25 @@
|
|||
#include <Arduino.h>
|
||||
#include <ESP32-HUB75-MatrixPanel-I2S-DMA.h>
|
||||
#include <lcdgfx.h>
|
||||
#include <nano_engine_v2.h>
|
||||
#include <nano_gfx_types.h>
|
||||
|
||||
// Config
|
||||
#define PANEL_RES_X 64
|
||||
#define PANEL_RES_Y 32
|
||||
#define NUM_PANELS 2
|
||||
#define SIM_WIDTH (PANEL_RES_X * NUM_PANELS)
|
||||
#define BAUD_RATE 115200
|
||||
#include <Arduino.h>
|
||||
#include <lcdgfx.h>
|
||||
// The parameters are RST pin, BUS number, CS pin, DC pin, FREQ (0 means default), CLK pin, MOSI pin
|
||||
//DisplaySSD1325_128x64_SPI display(3,{-1, 4, 5, 0,-1,-1}); // Use this line for Atmega328p (3=RST, 4=CE, 5=D/C)
|
||||
//DisplaySSD1325_128x64_I2C display(-1); // or (-1,{busId, addr, scl, sda, frequency}). This line is suitable for most platforms by default
|
||||
//DisplaySSD1325_128x64_SPI display(22,{-1, 5, 21, 0,-1,-1}); // Use this line for ESP32 (VSPI) (gpio22=RST, gpio5=CE for VSPI, gpio21=D/C)
|
||||
//DisplaySSD1325_128x64_SPI display(4,{-1, -1, 5, 0,-1,-1}); // Use this line for ESP8266 Arduino style rst=4, CS=-1, DC=5
|
||||
// And ESP8266 RTOS IDF. GPIO4 is D2, GPIO5 is D1 on NodeMCU boards
|
||||
|
||||
|
||||
DisplaySSD1306_128x64_I2C display(-1);
|
||||
|
||||
#define PANEL_RES_X 128
|
||||
#define PANEL_RES_Y 64
|
||||
#define SIM_WIDTH (PANEL_RES_X)
|
||||
#define SIM_HEIGHT PANEL_RES_Y
|
||||
#define NUM_PARTICLES 100
|
||||
#define NUM_PARTICLES 255
|
||||
#define FIXED_SHIFT 8
|
||||
|
||||
typedef int16_t fixed_t;
|
||||
|
@ -18,109 +30,84 @@ struct Particle {
|
|||
fixed_t x, y;
|
||||
fixed_t vx, vy;
|
||||
};
|
||||
|
||||
Particle particles[NUM_PARTICLES];
|
||||
MatrixPanel_I2S_DMA *dma_display;
|
||||
|
||||
/*
|
||||
// Wokwi-compatible pin configuration
|
||||
HUB75_I2S_CFG::i2s_pins _pins = {
|
||||
.r1 = 25, .g1 = 26, .b1 = 27,
|
||||
.r2 = 14, .g2 = 12, .b2 = 13,
|
||||
.a = 23, .b = 19, .c = 5, .d = 17,
|
||||
.e = -1, // Required for 64x64 panels
|
||||
.lat = 4, .oe = 15, .clk = 16
|
||||
};
|
||||
*/
|
||||
const int canvasWidth = SIM_WIDTH; // Width must be power of 2, i.e. 16, 32, 64, 128...
|
||||
const int canvasHeight = SIM_HEIGHT; // Height must be divided on 8, i.e. 8, 16, 24, 32...
|
||||
const fixed_t gravity = TO_FIXED(0.4);
|
||||
const fixed_t damping = TO_FIXED(0.6);
|
||||
const fixed_t border = TO_FIXED(0.1);
|
||||
const uint32_t frame_time = 33; // ~30 FPS
|
||||
|
||||
// ESP32-S3-WROOM-1 HUB75 Pin Mapping
|
||||
HUB75_I2S_CFG::i2s_pins _pins = {
|
||||
.r1 = 1, .g1 = 2, .b1 = 3,
|
||||
.r2 = 4, .g2 = 5, .b2 = 6,
|
||||
.a = 7, .b = 8, .c = 9,
|
||||
.d = 10, .e = -1, // 'e' only needed for 64x64 panels
|
||||
.lat = 11, .oe = 12, .clk = 13
|
||||
};
|
||||
|
||||
// Color palette
|
||||
const uint16_t COLORS[] = {
|
||||
0x001F, 0x03FF, 0x07FF, 0x7FE0, 0x7F80, 0xFFE0, 0xFD20, 0xF800
|
||||
};
|
||||
const int NUM_COLORS = sizeof(COLORS)/sizeof(COLORS[0]);
|
||||
|
||||
void setup() {
|
||||
|
||||
HUB75_I2S_CFG mxconfig(
|
||||
PANEL_RES_X,
|
||||
PANEL_RES_Y,
|
||||
NUM_PANELS,
|
||||
_pins,
|
||||
HUB75_I2S_CFG::FM6126A,
|
||||
false,
|
||||
HUB75_I2S_CFG::HZ_10M,
|
||||
true,
|
||||
HUB75_I2S_CFG::SHIFTREG,
|
||||
false,
|
||||
0
|
||||
);
|
||||
|
||||
mxconfig.double_buff = true;
|
||||
dma_display = new MatrixPanel_I2S_DMA(mxconfig);
|
||||
dma_display->begin();
|
||||
dma_display->setBrightness(255);
|
||||
|
||||
// Initialize particles
|
||||
for (int i = 0; i < NUM_PARTICLES; i++) {
|
||||
particles[i].x = TO_FIXED(random(SIM_WIDTH));
|
||||
particles[i].y = TO_FIXED(random(SIM_HEIGHT/2));
|
||||
particles[i].vx = TO_FIXED((random(-100, 100)/100.0) * 0.7);
|
||||
particles[i].vy = TO_FIXED((random(-50, 50)/100.0));
|
||||
}
|
||||
}
|
||||
uint8_t canvasData[canvasWidth*(canvasHeight/8)];
|
||||
NanoCanvas1 canvas(canvasWidth, canvasHeight, canvasData);
|
||||
|
||||
void updatePhysics() {
|
||||
const fixed_t gravity = TO_FIXED(0.15);
|
||||
const fixed_t damping = TO_FIXED(0.82);
|
||||
const fixed_t border = TO_FIXED(2.0);
|
||||
const fixed_t max_x = TO_FIXED(SIM_WIDTH-1);
|
||||
const fixed_t max_y = TO_FIXED(SIM_HEIGHT-1);
|
||||
|
||||
for (int i = 0; i < NUM_PARTICLES; i++) {
|
||||
particles[i].vy += gravity;
|
||||
particles[i].x += particles[i].vx;
|
||||
particles[i].y += particles[i].vy;
|
||||
|
||||
particles[i].x = constrain(particles[i].x, TO_FIXED(0), max_x);
|
||||
particles[i].y = constrain(particles[i].y, TO_FIXED(0), max_y);
|
||||
|
||||
// Boundary collisions
|
||||
if (particles[i].x < border || particles[i].x >= TO_FIXED(SIM_WIDTH) - border) {
|
||||
if (TO_FLOAT(particles[i].x) <= TO_FLOAT(border) || TO_FLOAT(particles[i].x) >= (SIM_WIDTH - TO_FLOAT(border))) {
|
||||
particles[i].vx = -particles[i].vx * damping;
|
||||
particles[i].x = constrain(particles[i].x, border, TO_FIXED(SIM_WIDTH) - border);
|
||||
}
|
||||
if (particles[i].y < border || particles[i].y >= TO_FIXED(SIM_HEIGHT) - border) {
|
||||
if (TO_FLOAT(particles[i].y) < TO_FLOAT(border) || TO_FLOAT(particles[i].y) >= (SIM_HEIGHT - TO_FLOAT(border))) {
|
||||
particles[i].vy = -particles[i].vy * damping;
|
||||
particles[i].y = constrain(particles[i].y, border, TO_FIXED(SIM_HEIGHT) - border);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void drawParticles() {
|
||||
dma_display->fillScreen(0);
|
||||
|
||||
canvas.clear();
|
||||
for (int i = 0; i < NUM_PARTICLES; i++) {
|
||||
int x = constrain(TO_FLOAT(particles[i].x), 0, SIM_WIDTH-1);
|
||||
int y = constrain(TO_FLOAT(particles[i].y), 0, SIM_HEIGHT-1);
|
||||
|
||||
// Simplified color selection
|
||||
uint16_t color = COLORS[(abs(particles[i].vx) + abs(particles[i].vy)) % NUM_COLORS];
|
||||
|
||||
dma_display->drawPixel(x, y, color);
|
||||
canvas.putPixel(x, y);
|
||||
}
|
||||
display.drawCanvas(0,0,canvas);
|
||||
}
|
||||
|
||||
// Setup, initialize
|
||||
void setup()
|
||||
{
|
||||
//Serial.begin(115200);
|
||||
display.begin();
|
||||
display.clear();
|
||||
canvas.setMode( CANVAS_MODE_TRANSPARENT );
|
||||
// display.setColor( 65535 );
|
||||
|
||||
// Initialize particles
|
||||
for (int i = 0; i < NUM_PARTICLES; i++) {
|
||||
particles[i].x = TO_FIXED(random(SIM_WIDTH-1));
|
||||
particles[i].y = TO_FIXED(random(SIM_HEIGHT/2));
|
||||
particles[i].vx = TO_FIXED((random(-100, 100)/100.0) * 0.7);
|
||||
particles[i].vy = TO_FIXED((random(-50, 50)/100.0));
|
||||
}
|
||||
}
|
||||
|
||||
void loop() {
|
||||
static uint32_t last_frame = 0;
|
||||
const uint32_t frame_time = 33; // ~30 FPS
|
||||
|
||||
if (millis() - last_frame >= frame_time) {
|
||||
// Loop forever
|
||||
void loop()
|
||||
{
|
||||
// static uint32_t last_frame = 0;
|
||||
|
||||
|
||||
//if (millis() - last_frame >= frame_time) {
|
||||
//Serial.print(display.getColor());
|
||||
//Serial.print("Hi");
|
||||
updatePhysics();
|
||||
drawParticles();
|
||||
last_frame = millis();
|
||||
}
|
||||
//last_frame = millis();
|
||||
//}
|
||||
lcd_delay(frame_time);
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue