186 lines
9.1 KiB
Python
Executable file
186 lines
9.1 KiB
Python
Executable file
# SPDX-FileCopyrightText: 2020 Phillip Burgess for Adafruit Industries
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#
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# SPDX-License-Identifier: MIT
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"""
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RASTER EYES for Adafruit Matrix Portal: animated spooky eyes.
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"""
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# pylint: disable=import-error
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import math
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import random
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import time
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import displayio
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import adafruit_imageload
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from adafruit_matrixportal.matrix import Matrix
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# TO LOAD DIFFERENT EYE DESIGNS: change the middle word here (between
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# 'eyes.' and '.data') to one of the folder names inside the 'eyes' folder:
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from eyes.werewolf.data import EYE_DATA
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#from eyes.cyclops.data import EYE_DATA
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#from eyes.kobold.data import EYE_DATA
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#from eyes.adabot.data import EYE_DATA
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#from eyes.skull.data import EYE_DATA
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# UTILITY FUNCTIONS AND CLASSES --------------------------------------------
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# pylint: disable=too-few-public-methods
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class Sprite(displayio.TileGrid):
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"""Single-tile-with-bitmap TileGrid subclass, adds a height element
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because TileGrid doesn't appear to have a way to poll that later,
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object still functions in a displayio.Group.
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"""
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def __init__(self, filename, transparent=None):
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"""Create Sprite object from color-paletted BMP file, optionally
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set one color to transparent (pass as RGB tuple or list to locate
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nearest color, or integer to use a known specific color index).
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"""
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bitmap, palette = adafruit_imageload.load(
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filename, bitmap=displayio.Bitmap, palette=displayio.Palette)
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if isinstance(transparent, (tuple, list)): # Find closest RGB match
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closest_distance = 0x1000000 # Force first match
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for color_index, color in enumerate(palette): # Compare each...
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delta = (transparent[0] - ((color >> 16) & 0xFF),
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transparent[1] - ((color >> 8) & 0xFF),
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transparent[2] - (color & 0xFF))
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rgb_distance = (delta[0] * delta[0] +
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delta[1] * delta[1] +
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delta[2] * delta[2]) # Actually dist^2
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if rgb_distance < closest_distance: # but adequate for
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closest_distance = rgb_distance # compare purposes,
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closest_index = color_index # no sqrt needed
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palette.make_transparent(closest_index)
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elif isinstance(transparent, int):
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palette.make_transparent(transparent)
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super(Sprite, self).__init__(bitmap, pixel_shader=palette)
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self.height = bitmap.height
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# ONE-TIME INITIALIZATION --------------------------------------------------
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MATRIX = Matrix(bit_depth=6)
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DISPLAY = MATRIX.display
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# Order in which sprites are added determines the 'stacking order' and
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# visual priority. Lower lid is added before the upper lid so that if they
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# overlap, the upper lid is 'on top' (e.g. if it has eyelashes or such).
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SPRITES = displayio.Group()
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SPRITES.append(Sprite(EYE_DATA['eye_image'])) # Base image is opaque
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SPRITES.append(Sprite(EYE_DATA['lower_lid_image'], EYE_DATA['transparent']))
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SPRITES.append(Sprite(EYE_DATA['upper_lid_image'], EYE_DATA['transparent']))
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SPRITES.append(Sprite(EYE_DATA['stencil_image'], EYE_DATA['transparent']))
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DISPLAY.show(SPRITES)
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EYE_CENTER = ((EYE_DATA['eye_move_min'][0] + # Pixel coords of eye
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EYE_DATA['eye_move_max'][0]) / 2, # image when centered
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(EYE_DATA['eye_move_min'][1] + # ('neutral' position)
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EYE_DATA['eye_move_max'][1]) / 2)
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EYE_RANGE = (abs(EYE_DATA['eye_move_max'][0] - # Max eye image motion
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EYE_DATA['eye_move_min'][0]) / 2, # delta from center
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abs(EYE_DATA['eye_move_max'][1] -
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EYE_DATA['eye_move_min'][1]) / 2)
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UPPER_LID_MIN = (min(EYE_DATA['upper_lid_open'][0], # Motion bounds of
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EYE_DATA['upper_lid_closed'][0]), # upper and lower
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min(EYE_DATA['upper_lid_open'][1], # eyelids
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EYE_DATA['upper_lid_closed'][1]))
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UPPER_LID_MAX = (max(EYE_DATA['upper_lid_open'][0],
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EYE_DATA['upper_lid_closed'][0]),
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max(EYE_DATA['upper_lid_open'][1],
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EYE_DATA['upper_lid_closed'][1]))
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LOWER_LID_MIN = (min(EYE_DATA['lower_lid_open'][0],
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EYE_DATA['lower_lid_closed'][0]),
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min(EYE_DATA['lower_lid_open'][1],
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EYE_DATA['lower_lid_closed'][1]))
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LOWER_LID_MAX = (max(EYE_DATA['lower_lid_open'][0],
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EYE_DATA['lower_lid_closed'][0]),
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max(EYE_DATA['lower_lid_open'][1],
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EYE_DATA['lower_lid_closed'][1]))
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EYE_PREV = (0, 0)
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EYE_NEXT = (0, 0)
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MOVE_STATE = False # Initially stationary
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MOVE_EVENT_DURATION = random.uniform(0.1, 3) # Time to first move
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BLINK_STATE = 2 # Start eyes closed
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BLINK_EVENT_DURATION = random.uniform(0.25, 0.5) # Time for eyes to open
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TIME_OF_LAST_MOVE_EVENT = TIME_OF_LAST_BLINK_EVENT = time.monotonic()
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# MAIN LOOP ----------------------------------------------------------------
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while True:
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NOW = time.monotonic()
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# Eye movement ---------------------------------------------------------
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if NOW - TIME_OF_LAST_MOVE_EVENT > MOVE_EVENT_DURATION:
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TIME_OF_LAST_MOVE_EVENT = NOW # Start new move or pause
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MOVE_STATE = not MOVE_STATE # Toggle between moving & stationary
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if MOVE_STATE: # Starting a new move?
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MOVE_EVENT_DURATION = random.uniform(0.08, 0.17) # Move time
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ANGLE = random.uniform(0, math.pi * 2)
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EYE_NEXT = (math.cos(ANGLE) * EYE_RANGE[0], # (0,0) in center,
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math.sin(ANGLE) * EYE_RANGE[1]) # NOT pixel coords
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else: # Starting a new pause
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MOVE_EVENT_DURATION = random.uniform(0.04, 3) # Hold time
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EYE_PREV = EYE_NEXT
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# Fraction of move elapsed (0.0 to 1.0), then ease in/out 3*e^2-2*e^3
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RATIO = (NOW - TIME_OF_LAST_MOVE_EVENT) / MOVE_EVENT_DURATION
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RATIO = 3 * RATIO * RATIO - 2 * RATIO * RATIO * RATIO
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EYE_POS = (EYE_PREV[0] + RATIO * (EYE_NEXT[0] - EYE_PREV[0]),
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EYE_PREV[1] + RATIO * (EYE_NEXT[1] - EYE_PREV[1]))
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# Blinking -------------------------------------------------------------
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if NOW - TIME_OF_LAST_BLINK_EVENT > BLINK_EVENT_DURATION:
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TIME_OF_LAST_BLINK_EVENT = NOW # Start change in blink
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BLINK_STATE += 1 # Cycle paused/closing/opening
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if BLINK_STATE == 1: # Starting a new blink (closing)
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BLINK_EVENT_DURATION = random.uniform(0.03, 0.07)
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elif BLINK_STATE == 2: # Starting de-blink (opening)
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BLINK_EVENT_DURATION *= 2
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else: # Blink ended,
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BLINK_STATE = 0 # paused
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BLINK_EVENT_DURATION = random.uniform(BLINK_EVENT_DURATION * 3, 4)
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if BLINK_STATE: # Currently in a blink?
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# Fraction of closing or opening elapsed (0.0 to 1.0)
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RATIO = (NOW - TIME_OF_LAST_BLINK_EVENT) / BLINK_EVENT_DURATION
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if BLINK_STATE == 2: # Opening
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RATIO = 1.0 - RATIO # Flip ratio so eye opens instead of closes
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else: # Not blinking
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RATIO = 0
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# Eyelid tracking ------------------------------------------------------
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# Initial estimate of 'tracked' eyelid positions
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UPPER_LID_POS = (EYE_DATA['upper_lid_center'][0] + EYE_POS[0],
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EYE_DATA['upper_lid_center'][1] + EYE_POS[1])
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LOWER_LID_POS = (EYE_DATA['lower_lid_center'][0] + EYE_POS[0],
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EYE_DATA['lower_lid_center'][1] + EYE_POS[1])
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# Then constrain these to the upper/lower lid motion bounds
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UPPER_LID_POS = (min(max(UPPER_LID_POS[0],
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UPPER_LID_MIN[0]), UPPER_LID_MAX[0]),
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min(max(UPPER_LID_POS[1],
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UPPER_LID_MIN[1]), UPPER_LID_MAX[1]))
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LOWER_LID_POS = (min(max(LOWER_LID_POS[0],
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LOWER_LID_MIN[0]), LOWER_LID_MAX[0]),
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min(max(LOWER_LID_POS[1],
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LOWER_LID_MIN[1]), LOWER_LID_MAX[1]))
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# Then interpolate between bounded tracked position to closed position
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UPPER_LID_POS = (UPPER_LID_POS[0] + RATIO *
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(EYE_DATA['upper_lid_closed'][0] - UPPER_LID_POS[0]),
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UPPER_LID_POS[1] + RATIO *
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(EYE_DATA['upper_lid_closed'][1] - UPPER_LID_POS[1]))
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LOWER_LID_POS = (LOWER_LID_POS[0] + RATIO *
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(EYE_DATA['lower_lid_closed'][0] - LOWER_LID_POS[0]),
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LOWER_LID_POS[1] + RATIO *
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(EYE_DATA['lower_lid_closed'][1] - LOWER_LID_POS[1]))
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# Move eye sprites -----------------------------------------------------
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SPRITES[0].x, SPRITES[0].y = (int(EYE_CENTER[0] + EYE_POS[0] + 0.5),
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int(EYE_CENTER[1] + EYE_POS[1] + 0.5))
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SPRITES[2].x, SPRITES[2].y = (int(UPPER_LID_POS[0] + 0.5),
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int(UPPER_LID_POS[1] + 0.5))
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SPRITES[1].x, SPRITES[1].y = (int(LOWER_LID_POS[0] + 0.5),
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int(LOWER_LID_POS[1] + 0.5))
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