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2to3 and writebml support

feature/balanceutils
Fr3deric 8 years ago committed by Frederic
parent
commit
ae63d92220
  1. 209
      staticSinePlasma.py

209
staticSinePlasma.py

@ -10,76 +10,78 @@ import math @@ -10,76 +10,78 @@ import math
import colorsys
import blup.frame
import blup.output
import blup.animation
import writebml
class Plasma(object):
def __init__(self, width, height):
self.width = width
self.height = height
self.pixelvalues = [[0] * height for i in xrange(width)]
self.pixelsReady = False
self.offset = 0
self.update()
@property
def minValue(self):
return min(map(min, self.pixelvalues))
@property
def maxValue(self):
return max(map(max, self.pixelvalues))
def applyPalette(self, palette):
min = self.minValue
max = self.maxValue
norm = lambda x: ((x - min) / max)
pixeldata = [ [None] * self.height for i in xrange(self.width) ]
for x in xrange(self.width):
rowvalues = self.pixelvalues[x]
for y in xrange(self.height):
pixeldata[x][y] = palette.getColorValue(norm(rowvalues[y]))
return pixeldata
def update(self):
#if self.pixelsReady:
# return
self.offset += 1
for x in xrange(self.width):
for y in xrange(self.height):
xx = x+self.offset
yy = y+self.offset
p = 128 + 128 * math.sin(xx / 9.0)
p += 128 + 128 * math.sin(yy / 16.0)
p += 128 + 128 * math.sin((yy + xx) / 16.0)
p += 128 + 128 * math.sin(math.sqrt(yy*yy + xx*xx) / 16.0)
p += 128 + 8 * math.sin(math.sqrt(yy* xx) / 16.0)
self.pixelvalues[x][y] = p
self.pixelsReady = True
def __init__(self, width, height):
self.width = width
self.height = height
self.pixelvalues = [[0] * height for i in range(width)]
self.pixelsReady = False
self.offset = 0
self.update()
@property
def minValue(self):
return min(list(map(min, self.pixelvalues)))
@property
def maxValue(self):
return max(list(map(max, self.pixelvalues)))
def applyPalette(self, palette):
min = self.minValue
max = self.maxValue
norm = lambda x: ((x - min) / max)
pixeldata = [ [None] * self.height for i in range(self.width) ]
for x in range(self.width):
rowvalues = self.pixelvalues[x]
for y in range(self.height):
pixeldata[x][y] = palette.getColorValue(norm(rowvalues[y]))
return pixeldata
def update(self):
#if self.pixelsReady:
# return
self.offset += 1
for x in range(self.width):
for y in range(self.height):
xx = x+self.offset
yy = y+self.offset
p = 128 + 128 * math.sin(xx / 9.0)
p += 128 + 128 * math.sin(yy / 16.0)
p += 128 + 128 * math.sin((yy + xx) / 16.0)
p += 128 + 128 * math.sin(math.sqrt(yy*yy + xx*xx) / 16.0)
p += 128 + 8 * math.sin(math.sqrt(yy* xx) / 16.0)
self.pixelvalues[x][y] = p
self.pixelsReady = True
class Palette(object):
def __init__(self):
self.offset = 0
self.cache = {}
def getColorValue(self, x):
x = round(x, 3)
if self.cache.has_key(x):
return self.cache[x]
c = colorsys.hsv_to_rgb((x + self.offset) % 1, 1, 1)
c = map(lambda x: int(x * 255), c)
self.cache[x] = c
return c
def update(self):
self.cache = {}
self.offset += 0.01
if self.offset > 1:
self.offset -= 1
def __init__(self):
self.offset = 0
self.cache = {}
def getColorValue(self, x):
x = round(x, 3)
if x in self.cache:
return self.cache[x]
c = colorsys.hsv_to_rgb((x + self.offset) % 1, 1, 1)
c = list(map(lambda x: int(x * 255), c))
self.cache[x] = c
return c
def update(self):
self.cache = {}
self.offset += 0.01
if self.offset > 1:
self.offset -= 1
##############################################
@ -103,33 +105,54 @@ dim = blup.frame.FrameDimension(w, h, 256, 3) @@ -103,33 +105,54 @@ dim = blup.frame.FrameDimension(w, h, 256, 3)
#out = blup.output.getOutput('serialblup:/dev/ttyUSB0:115200')
#out = blup.output.getOutput('colorfulshell')
#out = blup.output.getOutput('e3blp:bastel0:4242')
out = blup.output.getOutput('e3blp')
while True:
#screen.fill((0,0,0))
#print 'updating palette...'
palette.update()
#print 'updating plasma...'
plasma.update()
#print 'applying palette...'
pixeldata = plasma.applyPalette(palette)
#print 'drawing...'
f = blup.frame.Frame(dim)
for x in xrange(w):
#rowdata = pixeldata[x]
for y in xrange(h):
#pygame.draw.rect(screen, pixeldata[x][y], (x*scalex, y*scaley, scalex, scaley), 0)
#pygame.draw.circle(screen, rowdata[y], (x, y), 1, 1)
i= f.setPixel(x, y, pixeldata[x][y])
#print frame.channels, frame.depth
#print 'done drawing'
out.sendFrame(f)
#pygame.display.update()
#print 'done updating'
#time.sleep(0.05)
if len(sys.argv) > 1:
outfile = sys.argv[1]
anim = blup.animation.Animation(dim)
else:
out = blup.output.getOutput('e3blp')
anim = None
num_frames = 200
delay = 50
i = 0
while i < num_frames:
#screen.fill((0,0,0))
#print 'updating palette...'
palette.update()
#print 'updating plasma...'
plasma.update()
#print 'applying palette...'
pixeldata = plasma.applyPalette(palette)
#print 'drawing...'
if anim is not None:
frame = blup.animation.AnimationFrame(dim, delay)
else:
frame = blup.frame.Frame(dim)
for x in range(w):
#rowdata = pixeldata[x]
for y in range(h):
#pygame.draw.rect(screen, pixeldata[x][y], (x*scalex, y*scaley, scalex, scaley), 0)
#pygame.draw.circle(screen, rowdata[y], (x, y), 1, 1)
frame.setPixel(x, y, pixeldata[x][y])
#print frame.channels, frame.depth
#print 'done drawing'
if anim is not None:
anim.addFrame(frame)
i += 1
else:
out.sendFrame(frame)
time.sleep(delay / 1000)
#pygame.display.update()
#print 'done updating'
#time.sleep(0.05)
if anim is not None:
writebml.writeBml(anim, outfile)

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