Adafruit_Learning_System_Gu.../Window_Skull_Matrix/code.py
2023-11-08 17:01:01 -06:00

235 lines
9.1 KiB
Python

# SPDX-FileCopyrightText: 2020 John Park for Adafruit Industries
#
# SPDX-License-Identifier: MIT
"""
WINDOW SKULL for Adafruit Matrix Portal: animated spooky eyes and servomotor jaw
"""
# pylint: disable=import-error
import math
import random
import time
import board
import pwmio
import displayio
from adafruit_motor import servo
import adafruit_imageload
from adafruit_matrixportal.matrix import Matrix
pwm = pwmio.PWMOut(board.A4, duty_cycle=2 ** 15, frequency=50)
jaw_servo = servo.Servo(pwm)
def jaw_wag():
for angle in range(90, 70, -2): # start angle, end angle, degree step size
jaw_servo.angle = angle
time.sleep(0.01)
for angle in range(70, 90, 2):
jaw_servo.angle = angle
time.sleep(0.01)
for angle in range(90, 110, 2):
jaw_servo.angle = angle
time.sleep(0.01)
for angle in range(110, 90, -2):
jaw_servo.angle = angle
time.sleep(0.01)
# TO LOAD DIFFERENT EYE DESIGNS: change the middle word here (between
# 'eyes.' and '.data') to one of the folder names inside the 'eyes' folder:
# from eyes.werewolf.data import EYE_DATA
# from eyes.cyclops.data import EYE_DATA
# from eyes.kobold.data import EYE_DATA
# from eyes.adabot.data import EYE_DATA
# from eyes.skull.data import EYE_DATA
# pylint: disable=wrong-import-position
from eyes.skull_bigger.data import EYE_DATA
# UTILITY FUNCTIONS AND CLASSES --------------------------------------------
# pylint: disable=too-few-public-methods
class Sprite(displayio.TileGrid):
"""Single-tile-with-bitmap TileGrid subclass, adds a height element
because TileGrid doesn't appear to have a way to poll that later,
object still functions in a displayio.Group.
"""
def __init__(self, filename, transparent=None):
"""Create Sprite object from color-paletted BMP file, optionally
set one color to transparent (pass as RGB tuple or list to locate
nearest color, or integer to use a known specific color index).
"""
bitmap, palette = adafruit_imageload.load(
filename, bitmap=displayio.Bitmap, palette=displayio.Palette
)
if isinstance(transparent, (tuple, list)): # Find closest RGB match
closest_distance = 0x1000000 # Force first match
for color_index, color in enumerate(palette): # Compare each...
delta = (
transparent[0] - ((color >> 16) & 0xFF),
transparent[1] - ((color >> 8) & 0xFF),
transparent[2] - (color & 0xFF),
)
rgb_distance = (
delta[0] * delta[0] + delta[1] * delta[1] + delta[2] * delta[2]
) # Actually dist^2
if rgb_distance < closest_distance: # but adequate for
closest_distance = rgb_distance # compare purposes,
closest_index = color_index # no sqrt needed
palette.make_transparent(closest_index)
elif isinstance(transparent, int):
palette.make_transparent(transparent)
super().__init__(bitmap, pixel_shader=palette, height=bitmap.height)
# ONE-TIME INITIALIZATION --------------------------------------------------
MATRIX = Matrix(bit_depth=6)
DISPLAY = MATRIX.display
# Order in which sprites are added determines the 'stacking order' and
# visual priority. Lower lid is added before the upper lid so that if they
# overlap, the upper lid is 'on top' (e.g. if it has eyelashes or such).
SPRITES = displayio.Group()
SPRITES.append(Sprite(EYE_DATA["eye_image"])) # Base image is opaque
SPRITES.append(Sprite(EYE_DATA["lower_lid_image"], EYE_DATA["transparent"]))
SPRITES.append(Sprite(EYE_DATA["upper_lid_image"], EYE_DATA["transparent"]))
SPRITES.append(Sprite(EYE_DATA["stencil_image"], EYE_DATA["transparent"]))
DISPLAY.root_group = SPRITES
EYE_CENTER = (
(EYE_DATA["eye_move_min"][0] + EYE_DATA["eye_move_max"][0]) # Pixel coords of eye
/ 2, # image when centered
(EYE_DATA["eye_move_min"][1] + EYE_DATA["eye_move_max"][1]) # ('neutral' position)
/ 2,
)
EYE_RANGE = (
abs(
EYE_DATA["eye_move_max"][0]
- EYE_DATA["eye_move_min"][0] # Max eye image motion
)
/ 2, # delta from center
abs(EYE_DATA["eye_move_max"][1] - EYE_DATA["eye_move_min"][1]) / 2,
)
UPPER_LID_MIN = (
min(
EYE_DATA["upper_lid_open"][0], # Motion bounds of
EYE_DATA["upper_lid_closed"][0],
), # upper and lower
min(EYE_DATA["upper_lid_open"][1], EYE_DATA["upper_lid_closed"][1]), # eyelids
)
UPPER_LID_MAX = (
max(EYE_DATA["upper_lid_open"][0], EYE_DATA["upper_lid_closed"][0]),
max(EYE_DATA["upper_lid_open"][1], EYE_DATA["upper_lid_closed"][1]),
)
LOWER_LID_MIN = (
min(EYE_DATA["lower_lid_open"][0], EYE_DATA["lower_lid_closed"][0]),
min(EYE_DATA["lower_lid_open"][1], EYE_DATA["lower_lid_closed"][1]),
)
LOWER_LID_MAX = (
max(EYE_DATA["lower_lid_open"][0], EYE_DATA["lower_lid_closed"][0]),
max(EYE_DATA["lower_lid_open"][1], EYE_DATA["lower_lid_closed"][1]),
)
EYE_PREV = (0, 0)
EYE_NEXT = (0, 0)
MOVE_STATE = False # Initially stationary
MOVE_EVENT_DURATION = random.uniform(0.1, 3) # Time to first move
BLINK_STATE = 2 # Start eyes closed
BLINK_EVENT_DURATION = random.uniform(0.25, 0.5) # Time for eyes to open
TIME_OF_LAST_MOVE_EVENT = TIME_OF_LAST_BLINK_EVENT = time.monotonic()
# MAIN LOOP ----------------------------------------------------------------
while True:
NOW = time.monotonic()
# Eye movement ---------------------------------------------------------
if NOW - TIME_OF_LAST_MOVE_EVENT > MOVE_EVENT_DURATION:
TIME_OF_LAST_MOVE_EVENT = NOW # Start new move or pause
MOVE_STATE = not MOVE_STATE # Toggle between moving & stationary
if MOVE_STATE: # Starting a new move?
MOVE_EVENT_DURATION = random.uniform(0.08, 0.17) # Move time
ANGLE = random.uniform(0, math.pi * 2)
EYE_NEXT = (
math.cos(ANGLE) * EYE_RANGE[0], # (0,0) in center,
math.sin(ANGLE) * EYE_RANGE[1],
) # NOT pixel coords
else: # Starting a new pause
MOVE_EVENT_DURATION = random.uniform(0.04, 3) # Hold time
EYE_PREV = EYE_NEXT
# Fraction of move elapsed (0.0 to 1.0), then ease in/out 3*e^2-2*e^3
RATIO = (NOW - TIME_OF_LAST_MOVE_EVENT) / MOVE_EVENT_DURATION
RATIO = 3 * RATIO * RATIO - 2 * RATIO * RATIO * RATIO
EYE_POS = (
EYE_PREV[0] + RATIO * (EYE_NEXT[0] - EYE_PREV[0]),
EYE_PREV[1] + RATIO * (EYE_NEXT[1] - EYE_PREV[1]),
)
# Blinking -------------------------------------------------------------
if NOW - TIME_OF_LAST_BLINK_EVENT > BLINK_EVENT_DURATION:
TIME_OF_LAST_BLINK_EVENT = NOW # Start change in blink
BLINK_STATE += 1 # Cycle paused/closing/opening
if BLINK_STATE == 1: # Starting a new blink (closing)
BLINK_EVENT_DURATION = random.uniform(0.03, 0.07)
elif BLINK_STATE == 2: # Starting de-blink (opening)
BLINK_EVENT_DURATION *= 2
else: # Blink ended,
BLINK_STATE = 0 # paused
BLINK_EVENT_DURATION = random.uniform(BLINK_EVENT_DURATION * 3, 4)
jaw_wag()
if BLINK_STATE: # Currently in a blink?
# Fraction of closing or opening elapsed (0.0 to 1.0)
RATIO = (NOW - TIME_OF_LAST_BLINK_EVENT) / BLINK_EVENT_DURATION
if BLINK_STATE == 2: # Opening
RATIO = 1.0 - RATIO # Flip ratio so eye opens instead of closes
else: # Not blinking
RATIO = 0
# Eyelid tracking ------------------------------------------------------
# Initial estimate of 'tracked' eyelid positions
UPPER_LID_POS = (
EYE_DATA["upper_lid_center"][0] + EYE_POS[0],
EYE_DATA["upper_lid_center"][1] + EYE_POS[1],
)
LOWER_LID_POS = (
EYE_DATA["lower_lid_center"][0] + EYE_POS[0],
EYE_DATA["lower_lid_center"][1] + EYE_POS[1],
)
# Then constrain these to the upper/lower lid motion bounds
UPPER_LID_POS = (
min(max(UPPER_LID_POS[0], UPPER_LID_MIN[0]), UPPER_LID_MAX[0]),
min(max(UPPER_LID_POS[1], UPPER_LID_MIN[1]), UPPER_LID_MAX[1]),
)
LOWER_LID_POS = (
min(max(LOWER_LID_POS[0], LOWER_LID_MIN[0]), LOWER_LID_MAX[0]),
min(max(LOWER_LID_POS[1], LOWER_LID_MIN[1]), LOWER_LID_MAX[1]),
)
# Then interpolate between bounded tracked position to closed position
UPPER_LID_POS = (
UPPER_LID_POS[0] + RATIO * (EYE_DATA["upper_lid_closed"][0] - UPPER_LID_POS[0]),
UPPER_LID_POS[1] + RATIO * (EYE_DATA["upper_lid_closed"][1] - UPPER_LID_POS[1]),
)
LOWER_LID_POS = (
LOWER_LID_POS[0] + RATIO * (EYE_DATA["lower_lid_closed"][0] - LOWER_LID_POS[0]),
LOWER_LID_POS[1] + RATIO * (EYE_DATA["lower_lid_closed"][1] - LOWER_LID_POS[1]),
)
# Move eye sprites -----------------------------------------------------
SPRITES[0].x, SPRITES[0].y = (
int(EYE_CENTER[0] + EYE_POS[0] + 0.5),
int(EYE_CENTER[1] + EYE_POS[1] + 0.5),
)
SPRITES[2].x, SPRITES[2].y = (
int(UPPER_LID_POS[0] + 0.5),
int(UPPER_LID_POS[1] + 0.5),
)
SPRITES[1].x, SPRITES[1].y = (
int(LOWER_LID_POS[0] + 0.5),
int(LOWER_LID_POS[1] + 0.5),
)