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- /*
- * ResponsiveAnalogRead.h
- * Arduino library for eliminating noise in analogRead inputs without decreasing responsiveness
- *
- * Copyright (c) 2016 Damien Clarke
- *
- * 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 RESPONSIVE_ANALOG_READ_H
- #define RESPONSIVE_ANALOG_READ_H
- #include <Arduino.h>
- class ResponsiveAnalogRead
- {
- public:
- // pin - the pin to read
- // sleepEnable - enabling sleep will cause values to take less time to stop changing and potentially stop changing more abruptly,
- // where as disabling sleep will cause values to ease into their correct position smoothly
- // snapMultiplier - a value from 0 to 1 that controls the amount of easing
- // increase this to lessen the amount of easing (such as 0.1) and make the responsive values more responsive
- // but doing so may cause more noise to seep through if sleep is not enabled
-
- ResponsiveAnalogRead(){}; //default constructor must be followed by call to begin function
- ResponsiveAnalogRead(int pin, bool sleepEnable, float snapMultiplier = 0.01){
- begin(pin, sleepEnable, snapMultiplier);
- };
- void begin(int pin, bool sleepEnable, float snapMultiplier = 0.01); // use with default constructor to initialize
-
- inline int getValue() { return responsiveValue; } // get the responsive value from last update
- inline int getRawValue() { return rawValue; } // get the raw analogRead() value from last update
- inline bool hasChanged() { return responsiveValueHasChanged; } // returns true if the responsive value has changed during the last update
- inline bool isSleeping() { return sleeping; } // returns true if the algorithm is currently in sleeping mode
- void update(); // updates the value by performing an analogRead() and calculating a responsive value based off it
- void update(int rawValueRead); // updates the value accepting a value and calculating a responsive value based off it
- void setSnapMultiplier(float newMultiplier);
- inline void enableSleep() { sleepEnable = true; }
- inline void disableSleep() { sleepEnable = false; }
- inline void enableEdgeSnap() { edgeSnapEnable = true; }
- // edge snap ensures that values at the edges of the spectrum (0 and 1023) can be easily reached when sleep is enabled
- inline void disableEdgeSnap() { edgeSnapEnable = false; }
- inline void setActivityThreshold(float newThreshold) { activityThreshold = newThreshold; }
- // the amount of movement that must take place to register as activity and start moving the output value. Defaults to 4.0
- inline void setAnalogResolution(int resolution) { analogResolution = resolution; }
- // if your ADC is something other than 10bit (1024), set that here
- private:
- int pin;
- int analogResolution = 1024;
- float snapMultiplier;
- bool sleepEnable;
- float activityThreshold = 4.0;
- bool edgeSnapEnable = true;
- float smoothValue;
- unsigned long lastActivityMS;
- float errorEMA = 0.0;
- bool sleeping = false;
- int rawValue;
- int responsiveValue;
- int prevResponsiveValue;
- bool responsiveValueHasChanged;
- int getResponsiveValue(int newValue);
- float snapCurve(float x);
- };
- #endif
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