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EyeSimulation.h
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/* Copyright (c) 2016 Bastian Schmitz
*
* Eye Simulation based on code from Arduino Teensy Bowler Head project.
* Written by Phil Burgess / Paint Your Dragon for Adafruit Industries.
* MIT license. SPI FIFO insight from Paul Stoffregen's ILI9341_t3 library.
* Inspired by David Boccabella's (Marcwolf) hybrid servo/OLED eye concept.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef EYE_SIMULATION_H_INCLUDED
#define EYE_SIMULATION_H_INCLUDED
#include <QPointF>
#include <QElapsedTimer>
#include <QTimer>
#include <QDataStream>
template <typename T>
inline T randomInteger(const T& min, const T& max)
{
const T range = max - min;
return (qrand() % (range + 1)) + min;
}
inline qreal randomReal(const qreal& min, const qreal& max)
{
const qreal range = max - min;
const qreal normalized = (qreal)qrand() / (qreal)RAND_MAX;
return (normalized * range) + min;
}
inline qreal between(const qreal& min, const qreal& value, const qreal& max)
{
if (value > max)
{
return max;
}
if (value < min)
{
return min;
}
return value;
}
template <typename T>
inline T linearInterpolate(const qreal& factor, const T& from, const T& to)
{
return ((1.0 - factor) * from) + (factor * to);
}
class EyeSimulation : public QObject
{
Q_OBJECT
public:
struct State
{
QPointF lookPosLeft;
QPointF lookPosRight;
qreal blinkLevel;
bool requestUpdate;
bool motionDetected;
};
EyeSimulation();
virtual ~EyeSimulation();
public:
void simulationStep();
bool eyeBlinkingEnabled() const
{
return blinkingSimulationEnabled;
}
bool eyeMovementEnabled() const
{
return movementSimulationEnabled;
}
State state;
private:
bool verbose;
bool movementSimulationEnabled;
bool eyeIsMoving;
qreal eyeMoveTotalTimeMs;
QElapsedTimer eyeMoveTimer;
QPointF eyeMovementStart;
QPointF eyeMovementDestination;
QTimer nextEyeMovementTimer;
uint32_t minEyeMovementPauseMs;
uint32_t maxEyeMovementPauseMs;
bool blinkingSimulationEnabled;
bool eyeIsBlinking;
qreal eyeBlinkTotalTimeMs;
QElapsedTimer eyeBlinkTimer;
qreal eyeBlinkStart;
qreal eyeBlinkDestination;
QTimer nextEyeBlinkTimer;
uint32_t minEyeBlinkPauseMs;
uint32_t maxEyeBlinkPauseMs;
public slots:
void startEyeBlinking();
void stopEyeBlinking();
void startEyeMovement();
void stopEyeMovement();
};
// ostream, << overloading
inline QDataStream& operator<<(QDataStream &out, const EyeSimulation::State& s)
{
out << s.lookPosLeft.x() << s.lookPosLeft.y();
out << s.lookPosRight.x() << s.lookPosRight.y();
out << s.blinkLevel << s.requestUpdate << s.motionDetected;
return out;
}
// istream, >> overloading
inline QDataStream& operator>>(QDataStream &in, EyeSimulation::State& s)
{
in >> s.lookPosLeft.rx() >> s.lookPosLeft.ry();
in >> s.lookPosRight.rx() >> s.lookPosRight.ry();
in >> s.blinkLevel >> s.requestUpdate >> s.motionDetected;
return in;
}
#endif