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@ -10,6 +10,8 @@ import math |
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import colorsys |
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import colorsys |
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import blup.frame |
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import blup.frame |
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import blup.output |
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import blup.output |
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import blup.animation |
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import writebml |
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class Plasma(object): |
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class Plasma(object): |
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@ -17,29 +19,29 @@ class Plasma(object): |
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self.width = width |
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self.width = width |
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self.height = height |
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self.height = height |
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self.pixelvalues = [[0] * height for i in xrange(width)] |
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self.pixelvalues = [[0] * height for i in range(width)] |
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self.pixelsReady = False |
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self.pixelsReady = False |
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self.offset = 0 |
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self.offset = 0 |
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self.update() |
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self.update() |
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@property |
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@property |
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def minValue(self): |
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def minValue(self): |
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return min(map(min, self.pixelvalues)) |
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return min(list(map(min, self.pixelvalues))) |
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@property |
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@property |
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def maxValue(self): |
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def maxValue(self): |
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return max(map(max, self.pixelvalues)) |
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return max(list(map(max, self.pixelvalues))) |
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def applyPalette(self, palette): |
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def applyPalette(self, palette): |
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min = self.minValue |
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min = self.minValue |
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max = self.maxValue |
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max = self.maxValue |
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norm = lambda x: ((x - min) / max) |
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norm = lambda x: ((x - min) / max) |
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pixeldata = [ [None] * self.height for i in xrange(self.width) ] |
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pixeldata = [ [None] * self.height for i in range(self.width) ] |
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for x in xrange(self.width): |
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for x in range(self.width): |
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rowvalues = self.pixelvalues[x] |
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rowvalues = self.pixelvalues[x] |
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for y in xrange(self.height): |
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for y in range(self.height): |
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pixeldata[x][y] = palette.getColorValue(norm(rowvalues[y])) |
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pixeldata[x][y] = palette.getColorValue(norm(rowvalues[y])) |
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return pixeldata |
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return pixeldata |
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@ -49,8 +51,8 @@ class Plasma(object): |
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# return |
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# return |
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self.offset += 1 |
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self.offset += 1 |
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for x in xrange(self.width): |
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for x in range(self.width): |
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for y in xrange(self.height): |
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for y in range(self.height): |
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xx = x+self.offset |
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xx = x+self.offset |
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yy = y+self.offset |
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yy = y+self.offset |
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p = 128 + 128 * math.sin(xx / 9.0) |
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p = 128 + 128 * math.sin(xx / 9.0) |
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@ -68,10 +70,10 @@ class Palette(object): |
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def getColorValue(self, x): |
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def getColorValue(self, x): |
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x = round(x, 3) |
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x = round(x, 3) |
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if self.cache.has_key(x): |
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if x in self.cache: |
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return self.cache[x] |
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return self.cache[x] |
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c = colorsys.hsv_to_rgb((x + self.offset) % 1, 1, 1) |
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c = colorsys.hsv_to_rgb((x + self.offset) % 1, 1, 1) |
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c = map(lambda x: int(x * 255), c) |
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c = list(map(lambda x: int(x * 255), c)) |
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self.cache[x] = c |
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self.cache[x] = c |
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return c |
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return c |
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@ -103,9 +105,19 @@ dim = blup.frame.FrameDimension(w, h, 256, 3) |
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#out = blup.output.getOutput('serialblup:/dev/ttyUSB0:115200') |
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#out = blup.output.getOutput('serialblup:/dev/ttyUSB0:115200') |
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#out = blup.output.getOutput('colorfulshell') |
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#out = blup.output.getOutput('colorfulshell') |
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#out = blup.output.getOutput('e3blp:bastel0:4242') |
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#out = blup.output.getOutput('e3blp:bastel0:4242') |
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out = blup.output.getOutput('e3blp') |
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while True: |
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if len(sys.argv) > 1: |
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outfile = sys.argv[1] |
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anim = blup.animation.Animation(dim) |
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else: |
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out = blup.output.getOutput('e3blp') |
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anim = None |
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num_frames = 200 |
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delay = 50 |
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i = 0 |
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while i < num_frames: |
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#screen.fill((0,0,0)) |
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#screen.fill((0,0,0)) |
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#print 'updating palette...' |
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#print 'updating palette...' |
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@ -116,20 +128,31 @@ while True: |
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pixeldata = plasma.applyPalette(palette) |
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pixeldata = plasma.applyPalette(palette) |
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#print 'drawing...' |
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#print 'drawing...' |
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f = blup.frame.Frame(dim) |
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if anim is not None: |
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for x in xrange(w): |
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frame = blup.animation.AnimationFrame(dim, delay) |
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else: |
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frame = blup.frame.Frame(dim) |
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for x in range(w): |
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#rowdata = pixeldata[x] |
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#rowdata = pixeldata[x] |
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for y in xrange(h): |
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for y in range(h): |
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#pygame.draw.rect(screen, pixeldata[x][y], (x*scalex, y*scaley, scalex, scaley), 0) |
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#pygame.draw.rect(screen, pixeldata[x][y], (x*scalex, y*scaley, scalex, scaley), 0) |
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#pygame.draw.circle(screen, rowdata[y], (x, y), 1, 1) |
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#pygame.draw.circle(screen, rowdata[y], (x, y), 1, 1) |
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i= f.setPixel(x, y, pixeldata[x][y]) |
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frame.setPixel(x, y, pixeldata[x][y]) |
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#print frame.channels, frame.depth |
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#print frame.channels, frame.depth |
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#print 'done drawing' |
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#print 'done drawing' |
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out.sendFrame(f) |
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if anim is not None: |
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anim.addFrame(frame) |
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i += 1 |
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else: |
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out.sendFrame(frame) |
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time.sleep(delay / 1000) |
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#pygame.display.update() |
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#pygame.display.update() |
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#print 'done updating' |
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#print 'done updating' |
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#time.sleep(0.05) |
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#time.sleep(0.05) |
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if anim is not None: |
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writebml.writeBml(anim, outfile) |
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