#include "node.h" #include "prototypes.h" #include "tools.h" Node::Node(uint16_t number) { _number = number; for(int i=0; iadd_led(number * CORNERS_PER_PART * LEDS_PER_CORNER + i * LEDS_PER_CORNER + j); } if (last_corner != nullptr) { c->_long_neighbours.push_back(last_corner); last_corner->_long_neighbours.push_back(c); } _corners[i] = c; corners.push_back(c); last_corner = c; } _corners[0]->_long_neighbours.push_back(last_corner); last_corner->_long_neighbours.push_back(_corners[0]); } Node* Node::create_neighbour(uint8_t edge) { Node* node = new Node(_number + 1); node->neighbours[0] = this; neighbours[edge] = node; node->edges[0]->neighbour = this->edges[edge]; this->edges[edge]->neighbour = node->edges[0]; node->_corners[0]->_short_neighbours.push_back(_corners[(edge-1) % CORNERS_PER_PART]); node->_corners[CORNERS_PER_PART - 1]->_short_neighbours.push_back(_corners[edge]); _corners[(edge-1) % CORNERS_PER_PART]->_short_neighbours.push_back(node->_corners[0]); _corners[edge]->_short_neighbours.push_back(node->_corners[CORNERS_PER_PART - 1]); /* delete node->edges[0]; node->edges[0] = this->edges[edge]; Corner* c = this->corners[(edge-1) % CORNERS_PER_PART]; c->merge_leds(node->corners[0]); delete node->corners[0]; node->corners[0] = c; c = this->corners[edge]; c->merge_leds(node->corners[CORNERS_PER_PART-1]); delete node->corners[CORNERS_PER_PART-1]; node->corners[CORNERS_PER_PART-1] = c; */ return node; } void Node::blend_to(CRGB color, uint16_t effect_id, uint8_t effect_speed) { LOGln("Node::blend_to called. this:%p", this); if (effect_speed == 0) effect_speed = random8(2)+1; if (effect_id == 0) effect_id = random16(); for(Corner* corner : this->_corners) { corner->blend_to(color, effect_id, effect_speed); } } void Node::step() { for (Corner* corner : this->_corners) { corner->step(); } } void Node::draw() { for (Corner* corner : this->_corners) { corner->draw(); } } void Node::set_color(CRGB color) { for(Corner* corner : this->_corners) { corner->set_color(color); } } void Node::infect(uint16_t level) { if (this->_corners[0]->reached_level(level)) { for (Node* neighbour : neighbours) { if (neighbour == nullptr) continue; neighbour->blend_to(_corners[0]->target_color, _corners[0]->effect_id, _corners[0]->effect_speed); } } }