Mercurial > hg > wabletios
view scanpath.mm @ 4:79c7cf39a0a0
Fixed new mesh crash - static array bounds.
Made home made mutex for wavetable access. Less clicks?
author | Robert Tubb <rt300@eecs.qmul.ac.uk> |
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date | Mon, 10 Dec 2012 13:00:03 +0000 |
parents | d346ddc50f70 |
children | 085d80989ba7 |
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/* * scanpath.cpp * springstructure * * Created by Robert Tubb on 09/06/2011. * Copyright 2011 __MyCompanyName__. All rights reserved. * */ #include <vector> #include "scanpath.h" #include "testApp.h" ScanPath scanPath; // audio thread does not touch mesh lumps/springs //---------------------------------------------------------------- ScanPath::ScanPath() : maxElements(10000) { // construct an empty scanpath // an ' element ' consists of 1 lump and one spring numElements = 0; // numElements is a dynamic running count of elements when building - a bit crap frameInterpolator = 0.0; currentLength = 0.0; restLength = 1.0; // ? scanMode = DISPLACEMENT; initWavetables(); framesPerSample = 60.0/SAMPLE_RATE; updateAccessing = false; audioAccessing = false; } void ScanPath::init(){ framesPerSample = ofGetFrameRate()/SAMPLE_RATE; } //---------------------------------------------------------------- ScanPath::~ScanPath(){ delete [] wavetableNew; delete [] wavetableOld; delete [] wavetableUpdate; cout << "destructed scanpath\n"; } void ScanPath::clear(){ for(vector<Element>::iterator elitr = pathElements.begin(); elitr < pathElements.end(); elitr++){ (*elitr).eLump->removeFromScanPath(); (*elitr).eSpring->removeFromScanPath(); } pathElements.clear(); numElements = 0; } int ScanPath::howManyElements(){ //return pathElements.size(); return numElements; } //---------------------------------------------------------------- void ScanPath::inscribe(double ax, double ay){ // look at coordinates, add the closest lump and it's connecting string // if we're further away from current lump // check end points of connecting springs, pick closest // NOW IN MESH } void ScanPath::draw(){ // draw the actual waveform in the corner int width = 768; int height = 128; double sampval = 0.0; int leftsampnum = 0; int rightsampnum = 0; float sampscale = 0.0, prevsampscale = 0.0, interp = 0.0; ofSetColor(0, 0, 0); double step = double(numElements)/width; // how much we are stepping thru wave per pixel for(int i = 0; i < width; i++){ leftsampnum = floor(i * step); // basic nearest neighbour interpolation rightsampnum = ceil(i*step); interp = (i*step)-leftsampnum; if(rightsampnum < numElements){ sampval = (1 - interp)*wavetableNew[leftsampnum] + interp*wavetableNew[rightsampnum]; } sampscale = (sampval * 700) + height/2.0; // centre and scale ofSetLineWidth(2); ofLine(sampscale, i, prevsampscale, i-1); // draw a line from pixel to pixel (?) prevsampscale = sampscale; } } void drawCubic(){ } //---------------------------------------------------------------- // add spring void ScanPath::addSpring(){ // see add element } //---------------------------------------------------------------- // add lump void ScanPath::addLump(){ // see add element } //---------------------------------------------------------------- // add lump double ScanPath::getTotalLength(){ // for interesting modulations... currentLength = 0.0; for(vector<Element>::iterator elitr = pathElements.begin(); elitr < pathElements.end(); elitr++){ currentLength = (*elitr).eSpring->getLength(); } return currentLength; } //---------------------------------------------------------------- void ScanPath::initWavetables(){ wavetableNew = new double[maxElements]; wavetableOld = new double[maxElements]; wavetableUpdate = new double[maxElements]; for(int i = 0; i < maxElements; i++){ wavetableOld[i] = 0.0; wavetableNew[i] = 0.0; wavetableUpdate[i] = 0.0; } } //---------------------------------------------------------------- void ScanPath::addElement(Lump* const aLump, Spring * const aSpring){ // insert ptr to the lump and spring into array if(numElements + 1 >= maxElements){ cout << " max elements reached!\n"; return; } pathElements.push_back(Element(aLump,aSpring)); // maybe do this in mesh? aLump->addToScanPath(); aSpring->addToScanPath(); numElements++; } //---------------------------------------------------------------- void ScanPath::updateWavetables(){ // swap old , new double * temp; // TODO THRED MUTEX HERE!?? // this is called from graphics thread // reset the interp between frames int i = 0; while(audioAccessing){ i++; } if(i > 0){ cout << "Update wavetables had to wait for audio access " << i << " times\n"; // hardly ever happens } updateAccessing = true; switch(scanMode){ case DISPLACEMENT: // now fill with new values for(int i = 0; i < numElements; i++){ // double check if(pathElements[i].eLump->isInScanPath){ wavetableUpdate[i] = pathElements[i].eLump->scanRadialDisplacement()/1.5; } } break; case SPEED: for(int i = 0; i < numElements; i++){ if(pathElements[i].eLump->isInScanPath){ wavetableUpdate[i] = pathElements[i].eLump->scanLumpSpeed(); } } break; case SPRING_FORCE: for(int i = 0; i < numElements; i++){ if(pathElements[i].eSpring->isInScanPath){ wavetableUpdate[i] = pathElements[i].eSpring->getForceMag(); } } break; case YPOS: for(int i = 0; i < numElements; i++){ if(pathElements[i].eLump->isInScanPath){ wavetableUpdate[i] = pathElements[i].eLump->scanYPos(); } } break; default: break; } temp = wavetableOld; wavetableOld = wavetableNew; wavetableNew = wavetableUpdate; wavetableUpdate = temp; // END THREAD MUTEX updateAccessing = false; frameInterpolator = 0.0; framesPerSample = 2.0*ofGetFrameRate()/SAMPLE_RATE; // attempt to get a reasonable est. of how fast to interp } //---------------------------------------------------------------- //---------------------------------------------------------------- // AUDIO THREAD STUFF //---------------------------------------------------------------- // get next sample double ScanPath::getNextSample(double aPhasor){ // move along path, interpolating between points // move between frames too double alongPath = aPhasor*double(numElements); // indexes for interpolated points int n0 = floor(alongPath); int n1 = n0+1; if(n1 >= numElements){ n1 = 0; } double frac = alongPath - double(n0); // TODO THRED MUTEX HERE!?? // this is called from audio thread int i = 0; while(updateAccessing){ i++; } audioAccessing = true; if(i>0) cout << "Audio thread had to wait for wavetable update " << i << " times\n"; double oldsample = (1 - frac) * wavetableOld[n0] + frac * wavetableOld[n1]; double newsample = (1 - frac) * wavetableNew[n0] + frac * wavetableNew[n1]; // END THREAD MUTEX audioAccessing = false; frameInterpolator += framesPerSample; if(frameInterpolator >= 1.0){ //cout << "frame interp > 1\n"; frameInterpolator = 1.0; // just stays outputting new } double sample = (1 - frameInterpolator)*oldsample + frameInterpolator*newsample; //cout << sample << endl; // keep within the bounds of acceptability if(sample > 0.99){ // cout << "OUCH\n"; sample = 0.99; }else if(sample < -0.99){ sample = -0.99; } return sample; } //---------------------------------------------------------------- // get next sample double ScanPath::getNextSample(){ // move along wavetable, no interpolation ie: length of path is pitch static int n = 0; double oldsample = wavetableOld[n]; double newsample = wavetableNew[n]; n++; if (n >= numElements){ n = 0; } frameInterpolator += framesPerSample; if(frameInterpolator >= 1.0){ //cout << "frame interp > 1\n"; frameInterpolator = 1.0; // just stays outputting new } double sample = (1 - frameInterpolator)*oldsample + frameInterpolator*newsample; return sample*3.0; } //---------------------------------------------------------------- //---------------------------------------------------------------- // get next sample with cubic interpolation double ScanPath::getNextSampleCubic(double aPhasor){ // move along path, interpolating between points // move between frames too double alongPath = aPhasor*double(numElements); // indexes for interpolated points int n1 = floor(alongPath); int n0 = n1-1; if(n0 < 0){ n0 = numElements; } int n2 = n1+1; if(n2 >= numElements){ n2 = 0; } int n3 = n2+1; if(n3 >= numElements){ n3 = 0; } double frac = alongPath - double(n0); double fracSquared = frac * frac; double fracCubed = fracSquared * frac; double a0,a1,a2,a3; //cout << n0 << endl; // cubic interp /* double y0,double y1, double y2,double y3, double mu) { double a0,a1,a2,a3,mu2; mu2 = mu*mu; a0 = y3 - y2 - y0 + y1; a1 = y0 - y1 - a0; a2 = y2 - y0; a3 = y1; return(a0*mu*mu2+a1*mu2+a2*mu+a3); */ a0 = wavetableOld[n3] - wavetableOld[n2] - wavetableOld[n0] + wavetableOld[n1]; a1 = wavetableOld[n0] - wavetableOld[n1] - a0; // y0 - y1 - a0; a2 = wavetableOld[n2] - wavetableOld[n0]; // y2 - y0; a3 = wavetableOld[n1]; double oldsample = a0*fracCubed + a1*fracSquared + a2*frac + a3; a0 = wavetableNew[n3] - wavetableNew[n2] - wavetableNew[n0] + wavetableNew[n1]; a1 = wavetableNew[n0] - wavetableNew[n1] - a0; // y0 - y1 - a0; a2 = wavetableNew[n2] - wavetableNew[n0]; // y2 - y0; a3 = wavetableNew[n1]; double newsample = a0*fracCubed + a1*fracSquared + a2*frac + a3; frameInterpolator += framesPerSample; if(frameInterpolator >= 1.0){ frameInterpolator = 1.0; // just stays outputting new } double sample = (1 - frameInterpolator)*oldsample + frameInterpolator*newsample; //cout << sample << endl; // keep within the bounds of acceptability // beef up sample = sample*3.0; if(sample > 0.99){ sample = 0.99; }else if(sample < -0.99){ sample = -0.99; } return sample; } //----------------------------------------------------------------