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@FoamyGuy
Created March 22, 2020 20:02
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# Digital sand demo uses the accelerometer to move sand particles 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 NeoTrellis M4 by John Thurmond.
#
# The MIT License (MIT)
#
# 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
import board
import audioio
from audiocore import WaveFile
import busio
import adafruit_trellism4
import adafruit_adxl34x
N_GRAINS = 8 # Number of grains of sand
WIDTH = 8 # Display width in pixels
HEIGHT = 4 # Display height in pixels
NUMBER_PIXELS = WIDTH * HEIGHT
MAX_FPS = 20 # Maximum redraw rate, frames/second
MAX_X = WIDTH * 256 - 1
MAX_Y = HEIGHT * 256 - 1
class Grain:
"""A simple struct to hold position and velocity information
for a single grain."""
def __init__(self):
"""Initialize grain position and velocity."""
self.x = 0
self.y = 0
self.vx = 0
self.vy = 0
grains = [Grain() for _ in range(N_GRAINS)]
color = random.randint(1, 254) # Set a random color to start
current_press = set() # Get ready for button presses
# Set up Trellis and accelerometer
trellis = adafruit_trellism4.TrellisM4Express(rotation=0)
i2c = busio.I2C(board.ACCELEROMETER_SCL, board.ACCELEROMETER_SDA)
sensor = adafruit_adxl34x.ADXL345(i2c)
# Add tap detection - with a pretty hard tap
sensor.enable_tap_detection(threshold=50)
color_mode = 0
oldidx = 0
newidx = 0
delta = 0
newx = 0
newy = 0
occupied_bits = [False for _ in range(WIDTH * HEIGHT)]
trellis.pixels.brightness = 0.1
# Add Audio file...
f = open("water-click.wav", "rb")
wav = WaveFile(f)
print("%d channels, %d bits per sample, %d Hz sample rate " %
(wav.channel_count, wav.bits_per_sample, wav.sample_rate))
audio = audioio.AudioOut(board.A1)
#audio.play(wav)
def index_of_xy(x, y):
"""Convert an x/column and y/row into an index into
a linear pixel array.
:param int x: column value
:param int y: row value
"""
return (y >> 8) * WIDTH + (x >> 8)
def already_present(limit, x, y):
"""Check if a pixel is already used.
:param int limit: the index into the grain array of
the grain being assigned a pixel Only grains already
allocated need to be checks against.
:param int x: proposed clumn value for the new grain
:param int y: proposed row valuse for the new grain
"""
for j in range(limit):
if x == grains[j].x or y == grains[j].y:
return True
return False
def wheel(pos):
# Input a value 0 to 255 to get a color value.
# The colours are a transition r - g - b - back to r.
if pos < 0 or pos > 255:
return 0, 0, 0
if pos < 85:
return int(255 - pos*3), int(pos*3), 0
if pos < 170:
pos -= 85
return 0, int(255 - pos*3), int(pos*3)
pos -= 170
return int(pos * 3), 0, int(255 - (pos*3))
for g in grains:
placed = False
while not placed:
g.x = random.randint(0, WIDTH * 256 - 1)
g.y = random.randint(0, HEIGHT * 256 - 1)
placed = not occupied_bits[index_of_xy(g.x, g.y)]
occupied_bits[index_of_xy(g.x, g.y)] = True
g.vx = 0
g.vy = 0
while True:
# Check for tap and adjust color mode
if sensor.events['tap']:
color_mode += 1
if color_mode > 2:
color_mode = 0
# Display frame rendered on prior pass. It's done immediately after the
# FPS sync (rather than after rendering) for consistent animation timing.
for i in range(NUMBER_PIXELS):
# Some color options:
# Random color every refresh
if color_mode == 0:
if occupied_bits[i]:
trellis.pixels[(i%8, i//8)] = wheel(random.randint(1, 254))
else:
trellis.pixels[(i%8, i//8)] = (0, 0, 0)
# Color by pixel
if color_mode == 1:
trellis.pixels[(i%8, i//8)] = wheel(i*2) if occupied_bits[i] else (0, 0, 0)
# Change color to random on button press, or cycle when you hold one down
if color_mode == 2:
trellis.pixels[(i%8, i//8)] = wheel(color) if occupied_bits[i] else (0, 0, 0)
# Change color to a new random color on button press
pressed = set(trellis.pressed_keys)
for press in pressed - current_press:
if press:
print("Pressed:", press)
color = random.randint(1, 254)
print("Color:", color)
# Read accelerometer...
f_x, f_y, f_z = sensor.acceleration
# I had to manually scale these to get them in the -128 to 128 range-ish - should be done better
f_x = int(f_x * 9.80665 * 16704/1000)
f_y = int(f_y * 9.80665 * 16704/1000)
f_z = int(f_z * 9.80665 * 16704/1000)
ax = f_x >> 3 # Transform accelerometer axes
ay = f_y >> 3 # to grain coordinate space
az = abs(f_z) >> 6 # Random motion factor
print("%6d %6d %6d"%(ax,ay,az))
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
# Adjust axes for the NeoTrellis M4 (reuses code above rather than fixing it - inefficient)
ax2 = ax
ax = -ay
ay = ax2
# ...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!
# 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
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
# ...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.)
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
oldidx = index_of_xy(g.x, g.y) # prior pixel
newidx = index_of_xy(newx, newy) # new pixel
# If grain is moving to a new pixel...
if oldidx != newidx and occupied_bits[newidx]:
# but if that pixel is already occupied...
# What direction when blocked?
delta = abs(newidx - oldidx)
if delta == 1: # 1 pixel left or right
newx = g.x # cancel x motion
# and bounce X velocity (Y is ok)
g.vx //= -2
newidx = oldidx # no pixel change
elif delta == WIDTH: # 1 pixel up or down
newy = g.y # cancel Y motion
# and bounce Y velocity (X is ok)
g.vy //= -2
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)
# that pixel is free, take it! But...
if not occupied_bits[newidx]:
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)
# Pixel is free, take it, but first...
if not occupied_bits[newidx]:
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)
# Pixel's free! Take it! But...
if not occupied_bits[newidx]:
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)
# Pixel is free, take it, but first...
if not occupied_bits[newidx]:
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
if oldidx != newidx:
audio.play(wav) # If there's an update, play the sound
g.x = newx
g.y = newy
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