Пример #1
0
//HELIX ANIMATION 
uint8_t animation::helix(cube &c){
    float X = 0;
    float Y = 0;
    float Z = 0;
    
    slow++;
    if(slow < 100){
        return 0;
    }
    slow = 0;
    
    c.clearVoxels();
    
    //use my fancy pants sine function
    for(uint8_t i = 0; i < 3; i++){
        for(uint8_t z = 0; z < 4; z++){
            Z = z*52;
            X = get_sinA(Z + phase + 18*i);
            Y = get_sinA(Z + phase + 90 + 18*i);
            X = (X+1)*4;
            Y = (Y+1)*4;
            c.setVoxel((uint8_t)X, (uint8_t)Y, z);
            c.setVoxel((uint8_t)(8-X), (uint8_t)(8-Y), z+4);
        }
    }
    
    //increment the phase 
    phase+=18;
    
    if(phase > 360){
        phase -= 360;
    }
    
    return 1;
}
Пример #2
0
//SINGLE PLANE BOUNCING
uint8_t animation::bouncePlane(cube &c, uint8_t axis){
    slow++;
    if(slow < 200){
        return 0;
    }
    slow = 0;
    
    //the X animation looks the same but actually clears everything in its path
    //rather than clear everything at the start, it makes a simple but cool 
    //transition between some animations
    if(axis != 'X'){
        c.clearVoxels();
    }
    
    switch(axis){
        case 'X':
            for(uint8_t z = 0; z < Zd; z++){
                for(uint8_t y = 0; y < Yd; y++){
                    for(uint8_t x = 0; x < Xd; x++){
                        if(x == pos - dir){
                            c.clearVoxel(x, y, z);
                        }
                        c.setVoxel(pos, y, z);
                    }
                }
            }
            break;
        case 'Y':
            for(uint8_t x = 0; x < Xd; x++){
                for(uint8_t z = 0; z < Zd; z++){
                    c.setVoxel(x, pos, z);
                }
            }
            break;
        case 'Z':
            for(uint8_t x = 0; x < Xd; x++){
                for(uint8_t y = 0; y < Yd; y++){
                    c.setVoxel(x, y, pos);
                }
            }
            break;
    }
    
    //bounce the pos variable between 0 and 7
    bouncePos();
    
    return 1;
}