[wpilib] Add LED pattern API for easily animating addressable LEDs (#6344)

Add LEDReader and LEDWriter helper interfaces to facilitate composing simple patterns into more complex ones, e.g. LEDPattern.solid(Color.kBlue).breathe(Seconds.of(0.75)). Pattern composition relies on changing out the write behavior; for example, offsetBy increments the indexes to write to; while blink will switch between playing a base pattern and turning off all the LEDs.

Add a view class for splitting a single large buffer into smaller distinct sections, which is useful for dealing with long chained LED strips mounted on different parts of a robot. Views cannot be written directly to an LED strip (in fact, trying to do so won't even compile).

Adds some utility methods to the Color class for interpolating between two colors, and support color representations with 32-bit integers to avoid object allocations.

Co-authored-by: Tyler Veness <calcmogul@gmail.com>
This commit is contained in:
Sam Carlberg
2024-06-05 22:41:10 -04:00
committed by GitHub
parent 5221069bcc
commit ad18fa62ee
19 changed files with 3610 additions and 311 deletions

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
#pragma once
#include <functional>
#include <span>
#include <utility>
#include <units/frequency.h>
#include <units/length.h>
#include <units/time.h>
#include <units/velocity.h>
#include "frc/AddressableLED.h"
#include "util/Color.h"
namespace frc {
/**
* Sets the LED at the given index to the given color.
*/
using LEDWriterFn = std::function<void(int, frc::Color)>;
/**
* Accepts a data buffer (1st argument) and a callback (2nd argument) for
* writing data.
*/
using LEDPatternFn =
std::function<void(std::span<frc::AddressableLED::LEDData>, LEDWriterFn)>;
class LEDPattern {
public:
explicit LEDPattern(LEDPatternFn impl);
/**
* Writes the pattern to an LED buffer. Dynamic animations should be called
* periodically (such as with a command or with a periodic method) to refresh
* the buffer over time.
*
* This method is intentionally designed to use separate objects for reading
* and writing data. By splitting them up, we can easily modify the behavior
* of some base pattern to make it scroll, blink, or breathe by intercepting
* the data writes to transform their behavior to whatever we like.
*
* @param data the current data of the LED strip
* @param writer data writer for setting new LED colors on the LED strip
*/
void ApplyTo(std::span<frc::AddressableLED::LEDData> data,
LEDWriterFn writer) const;
/**
* Writes the pattern to an LED buffer. Dynamic animations should be called
* periodically (such as with a command or with a periodic method) to refresh
* the buffer over time.
*
* This method is intentionally designed to use separate objects for reading
* and writing data. By splitting them up, we can easily modify the behavior
* of some base pattern to make it scroll, blink, or breathe by intercepting
* the data writes to transform their behavior to whatever we like.
*
* @param data the current data of the LED strip
*/
void ApplyTo(std::span<frc::AddressableLED::LEDData> data) const;
/**
* Creates a pattern that displays this one in reverse. Scrolling patterns
* will scroll in the opposite direction (but at the same speed). It will
* treat the end of an LED strip as the start, and the start of the strip as
* the end. This can be useful for making ping-pong patterns that travel from
* one end of an LED strip to the other, then reverse direction and move back
* to the start. This can also be useful when working with LED strips
* connected in a serpentine pattern (where the start of one strip is
* connected to the end of the previous one).
*
* @return the reverse pattern
*/
[[nodiscard]]
LEDPattern Reversed();
/**
* Creates a pattern that displays this one, but offset by a certain number of
* LEDs. The offset pattern will wrap around, if necessary.
*
* @param offset how many LEDs to offset by
* @return the offset pattern
*/
[[nodiscard]]
LEDPattern OffsetBy(int offset);
/**
* Creates a pattern that plays this one scrolling up the buffer. The velocity
* controls how fast the pattern returns back to its original position, and is
* in terms of the length of the LED strip; scrolling across a segment that is
* 10 LEDs long will travel twice as fast as on a segment that's only 5 LEDs
* long (assuming equal LED density on both segments).
*/
[[nodiscard]]
LEDPattern ScrollAtRelativeSpeed(units::hertz_t velocity);
/**
* Creates a pattern that plays this one scrolling up an LED strip. A negative
* velocity makes the pattern play in reverse.
*
* <p>For example, scrolling a pattern at 4 inches per second along an LED
* strip with 60 LEDs per meter:
*
* <pre>
* // LEDs per meter, a known value taken from the spec sheet of our
* particular LED strip units::meter_t LED_SPACING = units::meter_t{1 /60.0};
*
* frc::LEDPattern rainbow = frc::LEDPattern::Rainbow();
* frc::LEDPattern scrollingRainbow =
* rainbow.ScrollAtAbsoluteSpeed(units::inches_per_second_t{4},
* LED_SPACING);
* </pre>
*
* <p>Note that this pattern will scroll <i>faster</i> if applied to a less
* dense LED strip (such as 30 LEDs per meter), or <i>slower</i> if applied to
* a denser LED strip (such as 120 or 144 LEDs per meter).
*
* @param velocity how fast the pattern should move along a physical LED strip
* @param ledSpacing the distance between adjacent LEDs on the physical LED
* strip
* @return the scrolling pattern
*/
[[nodiscard]]
LEDPattern ScrollAtAbsoluteSpeed(units::meters_per_second_t velocity,
units::meter_t ledSpacing);
/**
* Creates a pattern that switches between playing this pattern and turning
* the entire LED strip off.
*
* @param onTime how long the pattern should play for, per cycle
* @param offTime how long the pattern should be turned off for, per cycle
* @return the blinking pattern
*/
[[nodiscard]]
LEDPattern Blink(units::second_t onTime, units::second_t offTime);
/**
* Like {@link LEDPattern::Blink(units::second_t)}, but where the
* "off" time is exactly equal to the "on" time.
*
* @param onTime how long the pattern should play for (and be turned off for),
* per cycle
* @return the blinking pattern
*/
[[nodiscard]]
LEDPattern Blink(units::second_t onTime);
/**
* Creates a pattern that blinks this one on and off in sync with a true/false
* signal. The pattern will play while the signal outputs {@code true}, and
* will turn off while the signal outputs
* {@code false}.
*
* @param signal the signal to synchronize with
* @return the blinking pattern
*/
[[nodiscard]]
LEDPattern SynchronizedBlink(std::function<bool()> signal);
/**
* Creates a pattern that brightens and dims this one over time. Brightness
* follows a sinusoidal pattern.
*
* @param period how fast the breathing pattern should complete a single cycle
* @return the breathing pattern
*/
[[nodiscard]]
LEDPattern Breathe(units::second_t period);
/**
* Creates a pattern that plays this pattern overlaid on another. Anywhere
* this pattern sets an LED to off (or {@link frc::Color::kBlack}), the base
* pattern will be displayed instead.
*
* @param base the base pattern to overlay on top of
* @return the combined overlay pattern
*/
[[nodiscard]]
LEDPattern OverlayOn(const LEDPattern& base);
/**
* Creates a pattern that displays outputs as a combination of this pattern
* and another. Color values are calculated as the average color of both
* patterns; if both patterns set the same LED to the same color, then it is
* set to that color, but if one pattern sets to one color and the other
* pattern sets it to off, then it will show the color of the first pattern
* but at approximately half brightness. This is different from {@link
* LEDPattern::OverlayOn(const LEDPattern&)}, which will show the base pattern
* at full brightness if the overlay is set to off at that position.
*
* @param other the pattern to blend with
* @return the blended pattern
*/
[[nodiscard]]
LEDPattern Blend(const LEDPattern& other);
/**
* Similar to {@link LEDPattern::Blend(const LEDPattern&)}, but performs a
* bitwise mask on each color channel rather than averaging the colors for
* each LED. This can be helpful for displaying only a portion of the base
* pattern by applying a mask that sets the desired area to white, and all
* other areas to black. However, it can also be used to display only certain
* color channels or hues; for example, masking with {@code
* LEDPattern.color(Color.kRed)} will turn off the green and blue channels on
* the output pattern, leaving only the red LEDs to be illuminated.
*
* @param mask the mask to apply
* @return the masked pattern
*/
[[nodiscard]]
LEDPattern Mask(const LEDPattern& mask);
/**
* Creates a pattern that plays this one, but at a different brightness.
* Brightness multipliers are applied per-channel in the RGB space; no HSL or
* HSV conversions are applied. Multipliers are also uncapped, which may
* result in the original colors washing out and appearing less saturated or
* even just a bright white.
*
* <p>This method is predominantly intended for dimming LEDs to avoid
* painfully bright or distracting patterns from playing (apologies to the
* 2024 NE Greater Boston field staff).
*
* <p>For example, dimming can be done simply by adding a call to
* `atBrightness` at the end of a pattern:
*
* <pre>
* // Solid red, but at 50% brightness
* frc::LEDPattern::Solid(frc::Color::kRed).AtBrightness(0.5);
*
* // Solid white, but at only 10% (i.e. ~0.5V)
* frc::LEDPattern::Solid(frc:Color::kWhite).AtBrightness(0.1);
* </pre>
*
* @param relativeBrightness the multiplier to apply to all channels to modify
* brightness
* @return the input pattern, displayed at
*/
[[nodiscard]]
LEDPattern AtBrightness(double relativeBrightness);
/** A pattern that turns off all LEDs. */
static LEDPattern kOff;
/**
* Creates a pattern that displays a single static color along the entire
* length of the LED strip.
*
* @param color the color to display
* @return the pattern
*/
static LEDPattern Solid(const Color color);
/**
* Creates a pattern that works as a mask layer for {@link
* LEDPattern::Mask(const LEDPattern&)} that illuminates only the portion of
* the LED strip corresponding with some progress. The mask pattern will start
* from the base and set LEDs to white at a proportion equal to the progress
* returned by the function. Some usages for this could be for displaying
* progress of a flywheel to its target velocity, progress of a complex
* autonomous sequence, or the height of an elevator.
*
* <p>For example, creating a mask for displaying a red-to-blue gradient,
* starting from the red end, based on where an elevator is in its range of
* travel.
*
* <pre>
* frc::LEDPattern basePattern =
* frc::LEDPattern::Gradient(frc::Color::kRed, frc::Color::kBlue);
* frc::LEDPattern progressPattern =
* basePattern.Mask(frc::LEDPattern::ProgressMaskLayer([&]() {
* return elevator.GetHeight() / elevator.MaxHeight();
* });
* </pre>
*
* @param progressFunction the function to call to determine the progress.
* This should return values in the range [0, 1]; any values outside that
* range will be clamped.
* @return the mask pattern
*/
static LEDPattern ProgressMaskLayer(std::function<double()> progressFunction);
/**
* Display a set of colors in steps across the length of the LED strip. No
* interpolation is done between colors. Colors are specified by the first LED
* on the strip to show that color. The last color in the map will be
* displayed all the way to the end of the strip. LEDs positioned before the
* first specified step will be turned off (you can think of this as if
* there's a 0 -> black step by default).
*
* @param steps a map of progress to the color to start displaying at that
* position along the LED strip
* @return a motionless step pattern
*/
static LEDPattern Steps(std::span<const std::pair<double, Color>> steps);
/**
* Display a set of colors in steps across the length of the LED strip. No
* interpolation is done between colors. Colors are specified by the first LED
* on the strip to show that color. The last color in the map will be
* displayed all the way to the end of the strip. LEDs positioned before the
* first specified step will be turned off (you can think of this as if
* there's a 0 -> black step by default).
*
* @param steps a map of progress to the color to start displaying at that
* position along the LED strip
* @return a motionless step pattern
*/
static LEDPattern Steps(
std::initializer_list<std::pair<double, Color>> steps);
/**
* Creates a pattern that displays a non-animated gradient of colors across
* the entire length of the LED strip. The gradient wraps around so the start
* and end of the strip are the same color, which allows the gradient to be
* modified with a scrolling effect with no discontinuities. Colors are evenly
* distributed along the full length of the LED strip.
*
* @param colors the colors to display in the gradient
* @return a motionless gradient pattern
*/
static LEDPattern Gradient(std::span<const Color> colors);
/**
* Creates a pattern that displays a non-animated gradient of colors across
* the entire length of the LED strip. The gradient wraps around so the start
* and end of the strip are the same color, which allows the gradient to be
* modified with a scrolling effect with no discontinuities. Colors are evenly
* distributed along the full length of the LED strip.
*
* @param colors the colors to display in the gradient
* @return a motionless gradient pattern
*/
static LEDPattern Gradient(std::initializer_list<Color> colors);
/**
* Creates an LED pattern that displays a rainbow across the color wheel. The
* rainbow pattern will stretch across the entire length of the LED strip.
*
* @param saturation the saturation of the HSV colors, in [0, 255]
* @param value the value of the HSV colors, in [0, 255]
* @return the rainbow pattern
*/
static LEDPattern Rainbow(int saturation, int value);
private:
LEDPatternFn m_impl;
};
} // namespace frc