Animations module
Functional
- Nodes: One or more processes,
- Can be light layouts, effects or modifiers (in fact one node can also be a combination of these)
- On/off button defines if a node is active or not
- A node can be a precompiled Node or a livescript (loaded in the file system)
- Nodes define their own controls which are dynamically shown in the UI (changes when the node changes). Also livescripts can define their own controls using addControl(s)
- If a live script file is updated (here or in the File Manager) and the file is part of an active node, it will recompile and reload controls
Technical
-
Nodes
- See Nodes.h: class Node
- name(): name of the node
- hasFunctions: enables features of the Node (Layout, Modifier)
- on: (de)activates the node
- constructor: sets the corresponding layer
- setup: if layout sets channelsPerLight and request map
- Nodes manipulate the leds / channels array and the virtual to physical layer mappings.
- specify which functions (layout, effect, modifier): One node in general implements one, but can also implement all three (e.g. Moving Head... wip...)
- layout
- effect
- modifier
- Live scripts
- See Nodes.h / nodes.cpp
- Lights
- Regular patterns (CRGB as default but also others like Moving Head ...)
- See Nodes.h: class Node
-
See Modules
- Upon changing a pin, driver.init will rerun (FastLED.addLeds, PD and VD driver.init)
- Uses ESPLiveScripts, see compileAndRun. compileAndRun is started when in Nodes a file.sc animation is choosen
- To do: kill running scripts, e.g. when changing effects
- Nodes.h: class Node (constructor, destructor, setup, loop, hasFunctions, map, modify, addControl(s), updateControl)
- Nodes.cpp: implement LiveScriptNode
Mapping model (WIP)
- Multiple Nodes can be created (1)
- Each node can have controls (compare controls in WLED / StarLight) ✅
- Each node can run precompile code or Live scripts (with or without loop) ✅
- Each node has a type:
- Layout: tell where each light is in a 1D/2D/3D physical coordinate space (based on StarLight fixtures) ✅
- Effect:
- run an effect in a virtual coordinate space ✅
- in the physical space if you want to run at highest performance, e.g. a random effect doesn't need to go through mappings ✅
- Modifier: Mirror, rotate, etc, multiple modfiers allowed (projection in StarLight) 🚧
- A modifier can also map lights dimensions to effect dimensions: change the lights to a 1D/2D/3D virtual coordinate space
- e.g. if the light is a globe, you can map that to 2D using mercator projection mapping
- if the light is 200x200 you can map it to 50x50
- if the light is 2D, a 1D effect can be shown as a circle or a bar (as WLED expand1D)
- A modifier can also map lights dimensions to effect dimensions: change the lights to a 1D/2D/3D virtual coordinate space
- Driver show: show the result on Leds (using FastLED, hpwit drivers), ArtNet, DDP, ...
- Future situation: Nodes and noodles (2)
- Replace the nodes table (1) by a graphical view (2)
- Virtual Layer (MappingTable) (3)
- Array of arrays. Outer array is virtual lights, inner array is physical lights. ✅
- Implemented efficiently using the StarLight PhysMap struct ✅
- e.g. [[],[0],[1,2],[3,4,5],[6,7,8,9]] ✅
- first virtual light is not mapped to a physical light
- second virtual light is mapped to physical light 0
- third virtual light is mapped to physical lights 1 and 2
- and so on
- Virtual lights can be 1D, 2D or 3D. Physical lights also, in any combination
- Using x + y * sizeX + z * sizeX * sizeY 🚧
- set/getLightColor functions used in effects using the MappingTable ✅
- Nodes manipulate the MappingTable and/or interfere in the effects loop 🚧
- A Virtual Layer mapping gets updated if a layout, mapping or dimensions change 🚧
- An effect uses a virtual layer. One Virtual layer can have multiple effects. ✅
- Physical layer
- CRGB leds[MAX_LEDS] are physical lights (as in FASTLED) ✅
- A Physical layer has one or more virtual layers and a virtual layer has one or more effects using it. ✅
- Presets/playlist: change (part of) the nodes model
✅: Done
Server
UI
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