Merge pull request #311 from jedgarpark/hallowing-lightsaber

first commit hallowing lightsaber code
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Limor "Ladyada" Fried 2018-08-31 14:56:25 -07:00 committed by GitHub
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"""LASER SWORD (pew pew) example for Adafruit Hallowing & NeoPixel strip"""
# pylint: disable=bare-except
import time
import math
import audioio
import busio
import board
import touchio
import neopixel
import adafruit_lis3dh
# CUSTOMIZE YOUR COLOR HERE:
# (red, green, blue) -- each 0 (off) to 255 (brightest)
COLOR = (0, 100, 255) # jedi
#COLOR = (255, 0, 0) # sith
# CUSTOMIZE SENSITIVITY HERE: smaller numbers = more sensitive to motion
HIT_THRESHOLD = 250
SWING_THRESHOLD = 125
NUM_PIXELS = 30 # NeoPixel strip length (in pixels)
NEOPIXEL_PIN = board.EXTERNAL_NEOPIXEL # Pin where NeoPixels are connected
STRIP = neopixel.NeoPixel(NEOPIXEL_PIN, NUM_PIXELS, brightness=1, auto_write=False)
STRIP.fill(0) # NeoPixels off ASAP on startup
STRIP.show()
TOUCH = touchio.TouchIn(board.A2) # Rightmost capacitive touch pad
AUDIO = audioio.AudioOut(board.A0) # Speaker
MODE = 0 # Initial mode = OFF
# Set up accelerometer on I2C bus, 4G range:
I2C = busio.I2C(board.SCL, board.SDA)
try:
ACCEL = adafruit_lis3dh.LIS3DH_I2C(I2C, address=0x18) # Production board
except:
ACCEL = adafruit_lis3dh.LIS3DH_I2C(I2C, address=0x19) # Beta hardware
ACCEL.range = adafruit_lis3dh.RANGE_4_G
# "Idle" color is 1/4 brightness, "swinging" color is full brightness...
COLOR_IDLE = (int(COLOR[0] / 4), int(COLOR[1] / 4), int(COLOR[2] / 4))
COLOR_SWING = COLOR
COLOR_HIT = (255, 255, 255) # "hit" color is white
def play_wav(name, loop=False):
"""
Play a WAV file in the 'sounds' directory.
@param name: partial file name string, complete name will be built around
this, e.g. passing 'foo' will play file 'sounds/foo.wav'.
@param loop: if True, sound will repeat indefinitely (until interrupted
by another sound).
"""
try:
wave_file = open('sounds/' + name + '.wav', 'rb')
wave = audioio.WaveFile(wave_file)
AUDIO.play(wave, loop=loop)
except:
return
def power(sound, duration, reverse):
"""
Animate NeoPixels with accompanying sound effect for power on / off.
@param sound: sound name (similar format to play_wav() above)
@param duration: estimated duration of sound, in seconds (>0.0)
@param reverse: if True, do power-off effect (reverses animation)
"""
start_time = time.monotonic() # Save function start time
play_wav(sound)
while True:
elapsed = time.monotonic() - start_time # Time spent in function
if elapsed > duration: # Past sound duration?
break # Stop animating
fraction = elapsed / duration # Animation time, 0.0 to 1.0
if reverse:
fraction = 1.0 - fraction # 1.0 to 0.0 if reverse
fraction = math.pow(fraction, 0.5) # Apply nonlinear curve
threshold = int(NUM_PIXELS * fraction + 0.5)
for pixel in range(NUM_PIXELS): # Fill NeoPixel strip
if pixel <= threshold:
STRIP[pixel] = COLOR_IDLE # ON pixels BELOW threshold
else:
STRIP[pixel] = 0 # OFF pixels ABOVE threshold
STRIP.show()
if reverse:
STRIP.fill(0) # At end, ensure strip is off
else:
STRIP.fill(COLOR_IDLE) # or all pixels set on
STRIP.show()
while AUDIO.playing: # Wait until audio done
pass
def mix(color_1, color_2, weight_2):
"""
Blend between two colors with a given ratio.
@param color_1: first color, as an (r,g,b) tuple
@param color_2: second color, as an (r,g,b) tuple
@param weight_2: Blend weight (ratio) of second color, 0.0 to 1.0
@return: (r,g,b) tuple, blended color
"""
if weight_2 < 0.0:
weight_2 = 0.0
elif weight_2 > 1.0:
weight_2 = 1.0
weight_1 = 1.0 - weight_2
return (int(color_1[0] * weight_1 + color_2[0] * weight_2),
int(color_1[1] * weight_1 + color_2[1] * weight_2),
int(color_1[2] * weight_1 + color_2[2] * weight_2))
# Main program loop, repeats indefinitely
while True:
if TOUCH.value: # Capacitive pad touched?
if MODE is 0: # If currently off...
power('on', 1.7, False) # Power up!
play_wav('idle', loop=True) # Play background hum sound
MODE = 1 # ON (idle) mode now
else: # else is currently on...
power('off', 1.15, True) # Power down
MODE = 0 # OFF mode now
while TOUCH.value: # Wait for button release
time.sleep(0.2) # to avoid repeated triggering
elif MODE >= 1: # If not OFF mode...
ACCEL_X, ACCEL_Y, ACCEL_Z = ACCEL.acceleration # Read accelerometer
ACCEL_SQUARED = ACCEL_X * ACCEL_X + ACCEL_Z * ACCEL_Z
# (Y axis isn't needed for this, assuming Hallowing is mounted
# sideways to stick. Also, square root isn't needed, since we're
# just comparing thresholds...use squared values instead, save math.)
if ACCEL_SQUARED > HIT_THRESHOLD: # Large acceleration = HIT
TRIGGER_TIME = time.monotonic() # Save initial time of hit
play_wav('hit') # Start playing 'hit' sound
COLOR_ACTIVE = COLOR_HIT # Set color to fade from
MODE = 3 # HIT mode
elif MODE is 1 and ACCEL_SQUARED > SWING_THRESHOLD: # Mild = SWING
TRIGGER_TIME = time.monotonic() # Save initial time of swing
play_wav('swing') # Start playing 'swing' sound
COLOR_ACTIVE = COLOR_SWING # Set color to fade from
MODE = 2 # SWING mode
elif MODE > 1: # If in SWING or HIT mode...
if AUDIO.playing: # And sound currently playing...
BLEND = time.monotonic() - TRIGGER_TIME # Time since triggered
if MODE == 2: # If SWING,
BLEND = abs(0.5 - BLEND) * 2.0 # ramp up, down
STRIP.fill(mix(COLOR_ACTIVE, COLOR_IDLE, BLEND))
STRIP.show()
else: # No sound now, but still MODE > 1
play_wav('idle', loop=True) # Resume background hum
STRIP.fill(COLOR_IDLE) # Set to idle color
STRIP.show()
MODE = 1 # IDLE mode now

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"""UNICORN SWORD example for Adafruit Hallowing & NeoPixel strip"""
# pylint: disable=bare-except
import time
import math
import random
import board
import busio
import audioio
import touchio
import neopixel
import adafruit_lis3dh
from neopixel_write import neopixel_write
# CUSTOMIZE SENSITIVITY HERE: smaller numbers = more sensitive to motion
HIT_THRESHOLD = 250
SWING_THRESHOLD = 125
NUM_PIXELS = 30 # NeoPixel strip length (in pixels)
NEOPIXEL_PIN = board.EXTERNAL_NEOPIXEL # Pin where NeoPixels are connected
STRIP = neopixel.NeoPixel(NEOPIXEL_PIN, NUM_PIXELS, brightness=1, auto_write=False)
STRIP.fill(0) # NeoPixels off ASAP on startup
STRIP.show()
TOUCH = touchio.TouchIn(board.A2) # Rightmost capacitive touch pad
AUDIO = audioio.AudioOut(board.A0) # Speaker
MODE = 0 # Initial mode = OFF
FRAMES = 10 # Pre-calculated animation frames
# Set up accelerometer on I2C bus, 4G range:
I2C = busio.I2C(board.SCL, board.SDA)
try:
ACCEL = adafruit_lis3dh.LIS3DH_I2C(I2C, address=0x18) # Production board
except:
ACCEL = adafruit_lis3dh.LIS3DH_I2C(I2C, address=0x19) # Beta hardware
ACCEL.range = adafruit_lis3dh.RANGE_4_G
def hsv_to_rgb(hue, saturation, value):
"""
Convert HSV color (hue, saturation, value) to RGB (red, green, blue)
@param hue: 0=Red, 1/6=Yellow, 2/6=Green, 3/6=Cyan, 4/6=Blue, etc.
@param saturation: 0.0=Monochrome to 1.0=Fully saturated
@param value: 0.0=Black to 1.0=Max brightness
@returns: red, green, blue eacn in range 0 to 255
"""
hue = hue * 6.0 # Hue circle = 0.0 to 6.0
sxt = math.floor(hue) # Sextant index is next-lower integer of hue
frac = hue - sxt # Fraction-within-sextant is 0.0 to <1.0
sxt = int(sxt) % 6 # mod6 the sextant so it's always 0 to 5
if sxt == 0: # Red to <yellow
red, green, blue = 1.0, frac, 0.0
elif sxt == 1: # Yellow to <green
red, green, blue = 1.0 - frac, 1.0, 0.0
elif sxt == 2: # Green to <cyan
red, green, blue = 0.0, 1.0, frac
elif sxt == 3: # Cyan to <blue
red, green, blue = 0.0, 1.0 - frac, 1.0
elif sxt == 4: # Blue to <magenta
red, green, blue = frac, 0.0, 1.0
else: # Magenta to <red
red, green, blue = 1.0, 0.0, 1.0 - frac
invsat = 1.0 - saturation # Inverse-of-saturation
red = int(((red * saturation) + invsat) * value * 255.0 + 0.5)
green = int(((green * saturation) + invsat) * value * 255.0 + 0.5)
blue = int(((blue * saturation) + invsat) * value * 255.0 + 0.5)
return red, green, blue
# Unlike the single-color laser sword example which can compute and fill
# the NeoPixel strip on the fly, this version is doing a bunch of color
# calculations which would slow things down too much when also trying to
# read the accelerometer. Instead, the 'idle' color state of the sword,
# plus each of two animations (swinging and hitting) are pre-computed at
# program start and stored in bytearrays...these can be quickly issued
# to the NeoPixel strip later as needed.
IDLE = bytearray(NUM_PIXELS * STRIP.bpp)
SWING_ANIM = [bytearray(NUM_PIXELS * STRIP.bpp) for i in range(FRAMES)]
HIT_ANIM = [bytearray(NUM_PIXELS * STRIP.bpp) for i in range(FRAMES)]
IDX = 0
for PIXEL in range(NUM_PIXELS): # For each pixel along strip...
HUE = PIXEL / NUM_PIXELS # 0.0 to <1.0
RED, GREEN, BLUE = hsv_to_rgb(HUE, 1.0, 0.2)
IDLE[IDX + STRIP.order[0]] = RED # Store idle color for pixel
IDLE[IDX + STRIP.order[1]] = GREEN
IDLE[IDX + STRIP.order[2]] = BLUE
for frame in range(FRAMES): # For each frame of animation...
FRAC = frame / (FRAMES - 1) # 0.0 to 1.0
RED, GREEN, BLUE = hsv_to_rgb(HUE + FRAC, FRAC, 1.0 - 0.8 * FRAC)
HIT_ANIM[frame][IDX + STRIP.order[0]] = RED
HIT_ANIM[frame][IDX + STRIP.order[1]] = GREEN
HIT_ANIM[frame][IDX + STRIP.order[2]] = BLUE
RED, GREEN, BLUE = hsv_to_rgb(HUE + FRAC, 1.0, 1.0 - 0.8 * FRAC)
SWING_ANIM[frame][IDX + STRIP.order[0]] = RED
SWING_ANIM[frame][IDX + STRIP.order[1]] = GREEN
SWING_ANIM[frame][IDX + STRIP.order[2]] = BLUE
IDX += 3
# Go back through the hit animation and randomly set one
# pixel per frame to white to create a sparkle effect.
for frame in range(FRAMES):
IDX = random.randint(0, NUM_PIXELS - 1) * 3
HIT_ANIM[frame][IDX] = 255
HIT_ANIM[frame][IDX + 1] = 255
HIT_ANIM[frame][IDX + 2] = 255
def play_wav(name, loop=False):
"""
Play a WAV file in the 'sounds' directory.
@param name: partial file name string, complete name will be built around
this, e.g. passing 'foo' will play file 'sounds/foo.wav'.
@param loop: if True, sound will repeat indefinitely (until interrupted
by another sound).
"""
try:
wave_file = open('sounds/' + name + '.wav', 'rb')
wave = audioio.WaveFile(wave_file)
AUDIO.play(wave, loop=loop)
except:
return
def power(sound, duration, reverse):
"""
Animate NeoPixels with accompanying sound effect for power on / off.
@param sound: sound name (similar format to play_wav() above)
@param duration: estimated duration of sound, in seconds (>0.0)
@param reverse: if True, do power-off effect (reverses animation)
"""
start_time = time.monotonic() # Save function start time
play_wav(sound)
while True:
elapsed = time.monotonic() - start_time # Time spent in function
if elapsed > duration: # Past sound duration?
break # Stop animating
fraction = elapsed / duration # Animation time, 0.0 to 1.0
if reverse:
fraction = 1.0 - fraction # 1.0 to 0.0 if reverse
fraction = math.pow(fraction, 0.5) # Apply nonlinear curve
threshold = int(NUM_PIXELS * fraction + 0.5)
idx = 0
for pixel in range(NUM_PIXELS): # Fill NeoPixel strip
if pixel <= threshold:
STRIP[pixel] = ( # BELOW threshold,
IDLE[idx + STRIP.order[0]], # fill pixels with
IDLE[idx + STRIP.order[1]], # IDLE pattern
IDLE[idx + STRIP.order[2]])
else:
STRIP[pixel] = 0 # OFF pixels ABOVE threshold
STRIP.show()
idx += 3
if reverse:
STRIP.fill(0) # At end, ensure strip is off
STRIP.show()
else:
neopixel_write(STRIP.pin, IDLE) # or all pixels set on
while AUDIO.playing: # Wait until audio done
pass
# Main program loop, repeats indefinitely
while True:
if TOUCH.value: # Capacitive pad touched?
if MODE is 0: # If currently off...
power('on', 3.0, False) # Power up!
play_wav('idle', loop=True) # Play background hum sound
MODE = 1 # ON (idle) mode now
else: # else is currently on...
power('off', 2.0, True) # Power down
MODE = 0 # OFF mode now
while TOUCH.value: # Wait for button release
time.sleep(0.2) # to avoid repeated triggering
elif MODE >= 1: # If not OFF mode...
ACCEL_X, ACCEL_Y, ACCEL_Z = ACCEL.acceleration # Read accelerometer
ACCEL_SQUARED = ACCEL_X * ACCEL_X + ACCEL_Z * ACCEL_Z
# (Y axis isn't needed for this, assuming Hallowing is mounted
# sideways to stick. Also, square root isn't needed, since we're
# just comparing thresholds...use squared values instead, save math.)
if ACCEL_SQUARED > HIT_THRESHOLD: # Large acceleration = HIT
TRIGGER_TIME = time.monotonic() # Save initial time of hit
play_wav('hit') # Start playing 'hit' sound
ACTIVE_ANIM = HIT_ANIM
MODE = 3 # HIT mode
elif MODE is 1 and ACCEL_SQUARED > SWING_THRESHOLD: # Mild = SWING
TRIGGER_TIME = time.monotonic() # Save initial time of swing
play_wav('swing') # Start playing 'swing' sound
ACTIVE_ANIM = SWING_ANIM
MODE = 2 # SWING mode
elif MODE > 1: # If in SWING or HIT mode...
if AUDIO.playing: # And sound currently playing...
BLEND = time.monotonic() - TRIGGER_TIME # Time since triggered
BLEND *= 0.7 # 0.0 to 1.0 in ~1.4 sec
if MODE == 2: # If SWING,
BLEND = abs(0.5 - BLEND) * 2.0 # ramp up, down
if BLEND > 1.0:
BLEND = 1.0
elif BLEND < 0.0:
BLEND = 0.0
FRAME = int(BLEND * (FRAMES - 1) + 0.5)
neopixel_write(STRIP.pin, ACTIVE_ANIM[FRAME])
else: # No sound now, but still MODE > 1
play_wav('idle', loop=True) # Resume background hum
neopixel_write(STRIP.pin, IDLE) # Show idle pattern
MODE = 1 # IDLE mode now