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111
examples/Gravity/euclidean.h
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111
examples/Gravity/euclidean.h
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#ifndef EUCLIDEAN_H
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#define EUCLIDEAN_H
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#define MAX_PATTERN_LEN 16
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struct PatternState {
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uint8_t steps;
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uint8_t hits;
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};
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const PatternState DEFAULT_PATTERN = {16, 4};
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class Pattern {
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public:
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Pattern() {}
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~Pattern() {}
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enum Step {
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HIT,
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REST,
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PADDING,
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};
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void Init(PatternState state) {
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steps_ = constrain(state.steps, 0, MAX_PATTERN_LEN);
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hits_ = constrain(state.hits, 1, steps_);
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updatePattern();
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}
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PatternState GetState() { return {steps_, hits_}; }
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// Get the current step value and advance the euclidean rhythm step index
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// to the next step in the pattern.
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Step NextStep() {
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byte padding_ = 0;
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if (steps_ == 0) return REST;
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Step value = GetCurrentStep(current_step_);
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current_step_ =
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(current_step_ < steps_ + padding_ - 1) ? current_step_ + 1 : 0;
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return value;
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}
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Step GetCurrentStep(byte i) { return pattern_[i]; }
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void SetSteps(byte steps) {
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steps_ = constrain(steps, 0, MAX_PATTERN_LEN);
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hits_ = min(hits_, steps_);
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updatePattern();
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}
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void SetHits(byte hits) {
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hits_ = constrain(hits, 0, steps_);
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}
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// void ChangeOffset(byte val) {
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// offset_ = constrain(offset_ + val, 0, (steps_ + padding_));
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// updatePattern();
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// }
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// void ChangePadding(byte val) {
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// if (val == 1 && padding_ + steps_ < MAX_PATTERN_LEN) {
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// padding_++;
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// updatePattern();
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// } else if (val == -1 && padding_ > 0) {
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// padding_--;
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// offset_ = min(offset_, (padding_ + steps_) - 1);
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// updatePattern();
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// }
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// }
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void Reset() { current_step_ = 0; }
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bool IsActive() { return steps_ != 0 && hits_ != 0; }
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inline uint8_t GetSteps() { return steps_; }
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inline uint8_t GetHits() { return hits_; }
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inline uint8_t GetStepIndex() { return current_step_; }
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private:
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uint8_t steps_ = 0;
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uint8_t hits_ = 0;
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volatile uint8_t current_step_ = 0;
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Step pattern_[MAX_PATTERN_LEN];
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// Update the euclidean rhythm pattern when attributes change.
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void updatePattern() {
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// Fill current pattern with "padding" steps, then overwrite with hits
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// and rests.
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for (int i = 0; i < MAX_PATTERN_LEN; i++) {
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pattern_[i] = PADDING;
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}
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// Populate the euclidean rhythm pattern according to the current
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// instance variables.
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byte bucket = 0;
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byte offset_ = 0; // temp disable
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byte padding_ = 0; // temp disable
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pattern_[offset_] = (hits_ > 0) ? HIT : REST;
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for (int i = 1; i < steps_; i++) {
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bucket += hits_;
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if (bucket >= steps_) {
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bucket -= steps_;
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pattern_[(i + offset_) % (steps_ + padding_)] = HIT;
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} else {
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pattern_[(i + offset_) % (steps_ + padding_)] = REST;
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}
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}
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}
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};
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#endif
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