ENIB 2022 - groupe B : Grande roue

De Les Fabriques du Ponant
Révision datée du 18 janvier 2022 à 17:59 par Perglaz (discussion | contributions) (Code)
Aller à : navigation, rechercher

Equipe

  • Kaddah Salah El Dine
  • Malherbe Julie
  • Floch Louanne
  • La Marre Pierre
  • Kam Kamgaing Dany Borel

photo du projet

RoueAvant.jpg

RoueArriere3.jpg

RoueDessus.jpg

Cabine2.jpg

Que fait ce projet ?

La grande roue peut tourner dans les 2 sens, émet une musique, et est illuminée au niveau de son support

Liste des composants

Technique:

  • Wemos D1 Mini x2
  • servo moteur x1
  • potentiomètre x1
  • bandeau de led rvb adressable WS2812B x36 led
  • Haut parleur x1
  • interrupteur x2
  • buzzer

Autre:

  • carton
  • papiers de couleur (blanc, bleu, rose)
  • pics de bois

Circuit

  • Roue:

MontageGeneral.png

MontageGeneralCircuit.png

  • Musique:

Hautparleurcircuit.png

==Code==7

  • Moteur et leds
#include <Servo.h>
#include<FastLED.h>
#define LED_PIN     5
#define NUM_LEDS    10
#define BRIGHTNESS  64
#define LED_TYPE    WS2811
#define COLOR_ORDER GRB
CRGB leds[NUM_LEDS];
#define UPDATES_PER_SECOND 100

CRGBPalette16 currentPalette;
TBlendType    currentBlending;
extern CRGBPalette16 myRedWhiteBluePalette;
extern const TProgmemPalette16 myRedWhiteBluePalette_p PROGMEM;
Servo esc;  // create servo object to control a servo
int val;        // variable to read value from analog pin

void setup()
{
  esc.attach(D7);  // attaches servo on D7 to the servo object


  delay( 3000 ); // power-up safety delay
  FastLED.addLeds<LED_TYPE, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip );
  FastLED.setBrightness(  BRIGHTNESS );

  currentPalette = RainbowColors_p;
  currentBlending = LINEARBLEND;

}

void loop()
{
  val = analogRead(0);               // reads potentiometer value (between 0 and 1023)
  val = map(val, 0, 1023, 0, 180);   // scale it to use it with the servo (between 0 and 180)
  esc.write(val);                    // sets servo position according to scaled value
  delay(15); // waits for servo to get there



  ChangePalettePeriodically();

  static uint8_t startIndex = 0;
  startIndex = startIndex + 1; /* motion speed */

  FillLEDsFromPaletteColors( startIndex);

  FastLED.show();
  FastLED.delay(1000 / UPDATES_PER_SECOND);


}








void FillLEDsFromPaletteColors( uint8_t colorIndex)
{
  uint8_t brightness = 255;

  for ( int i = 0; i < NUM_LEDS; i++) {
    leds[i] = ColorFromPalette( currentPalette, colorIndex, brightness, currentBlending);
    colorIndex += 3;
  }
}
// There are several different palettes of colors demonstrated here.
//
// FastLED provides several 'preset' palettes: RainbowColors_p, RainbowStripeColors_p,
// OceanColors_p, CloudColors_p, LavaColors_p, ForestColors_p, and PartyColors_p.
//
// Additionally, you can manually define your own color palettes, or you can write
// code that creates color palettes on the fly.  All are shown here.
void ChangePalettePeriodically()
{
  uint8_t secondHand = (millis() / 1000) % 60;
  static uint8_t lastSecond = 99;

  if ( lastSecond != secondHand) {
    lastSecond = secondHand;
    if ( secondHand ==  0)  {
      currentPalette = RainbowColors_p;
      currentBlending = LINEARBLEND;
    }
    if ( secondHand == 10)  {
      currentPalette = RainbowStripeColors_p;
      currentBlending = NOBLEND;
    }
    if ( secondHand == 15)  {
      currentPalette = RainbowStripeColors_p;
      currentBlending = LINEARBLEND;
    }
    if ( secondHand == 20)  {
      SetupPurpleAndGreenPalette();
      currentBlending = LINEARBLEND;
    }
    if ( secondHand == 25)  {
      SetupTotallyRandomPalette();
      currentBlending = LINEARBLEND;
    }
    if ( secondHand == 30)  {
      SetupBlackAndWhiteStripedPalette();
      currentBlending = NOBLEND;
    }
    if ( secondHand == 35)  {
      SetupBlackAndWhiteStripedPalette();
      currentBlending = LINEARBLEND;
    }
    if ( secondHand == 40)  {
      currentPalette = CloudColors_p;
      currentBlending = LINEARBLEND;
    }
    if ( secondHand == 45)  {
      currentPalette = PartyColors_p;
      currentBlending = LINEARBLEND;
    }
    if ( secondHand == 50)  {
      currentPalette = myRedWhiteBluePalette_p;
      currentBlending = NOBLEND;
    }
    if ( secondHand == 55)  {
      currentPalette = myRedWhiteBluePalette_p;
      currentBlending = LINEARBLEND;
    }
  }
}
// This function fills the palette with totally random colors.
void SetupTotallyRandomPalette()
{
  for ( int i = 0; i < 16; i++) {
    currentPalette[i] = CHSV( random8(), 255, random8());
  }
}
// This function sets up a palette of black and white stripes,
// using code.  Since the palette is effectively an array of
// sixteen CRGB colors, the various fill_* functions can be used
// to set them up.
void SetupBlackAndWhiteStripedPalette()
{
  // 'black out' all 16 palette entries...
  fill_solid( currentPalette, 16, CRGB::Black);
  // and set every fourth one to white.
  currentPalette[0] = CRGB::White;
  currentPalette[4] = CRGB::White;
  currentPalette[8] = CRGB::White;
  currentPalette[12] = CRGB::White;

}
// This function sets up a palette of purple and green stripes.
void SetupPurpleAndGreenPalette()
{
  CRGB purple = CHSV( HUE_PURPLE, 255, 255);
  CRGB green  = CHSV( HUE_GREEN, 255, 255);
  CRGB black  = CRGB::Black;

  currentPalette = CRGBPalette16(
                     green,  green,  black,  black,
                     purple, purple, black,  black,
                     green,  green,  black,  black,
                     purple, purple, black,  black );
}
// This example shows how to set up a static color palette
// which is stored in PROGMEM (flash), which is almost always more
// plentiful than RAM.  A static PROGMEM palette like this
// takes up 64 bytes of flash.
const TProgmemPalette16 myRedWhiteBluePalette_p PROGMEM =
{
  CRGB::Red,
  CRGB::Gray, // 'white' is too bright compared to red and blue
  CRGB::Blue,
  CRGB::Black,

  CRGB::Red,
  CRGB::Gray,
  CRGB::Blue,
  CRGB::Black,

  CRGB::Red,
  CRGB::Red,
  CRGB::Gray,
  CRGB::Gray,
  CRGB::Blue,
  CRGB::Blue,
  CRGB::Black,
  CRGB::Black
};
  • Musique:
/* 
  Song of storms - Legend of Zelda 
  Connect a piezo buzzer or speaker to pin 11 or select a new pin.
  More songs available at https://github.com/robsoncouto/arduino-songs                                            
                                              
                                              Robson Couto, 2019
*/

#define NOTE_B0  31
#define NOTE_C1  33
#define NOTE_CS1 35
#define NOTE_D1  37
#define NOTE_DS1 39
#define NOTE_E1  41
#define NOTE_F1  44
#define NOTE_FS1 46
#define NOTE_G1  49
#define NOTE_GS1 52
#define NOTE_A1  55
#define NOTE_AS1 58
#define NOTE_B1  62
#define NOTE_C2  65
#define NOTE_CS2 69
#define NOTE_D2  73
#define NOTE_DS2 78
#define NOTE_E2  82
#define NOTE_F2  87
#define NOTE_FS2 93
#define NOTE_G2  98
#define NOTE_GS2 104
#define NOTE_A2  110
#define NOTE_AS2 117
#define NOTE_B2  123
#define NOTE_C3  131
#define NOTE_CS3 139
#define NOTE_D3  147
#define NOTE_DS3 156
#define NOTE_E3  165
#define NOTE_F3  175
#define NOTE_FS3 185
#define NOTE_G3  196
#define NOTE_GS3 208
#define NOTE_A3  220
#define NOTE_AS3 233
#define NOTE_B3  247
#define NOTE_C4  262
#define NOTE_CS4 277
#define NOTE_D4  294
#define NOTE_DS4 311
#define NOTE_E4  330
#define NOTE_F4  349
#define NOTE_FS4 370
#define NOTE_G4  392
#define NOTE_GS4 415
#define NOTE_A4  440
#define NOTE_AS4 466
#define NOTE_B4  494
#define NOTE_C5  523
#define NOTE_CS5 554
#define NOTE_D5  587
#define NOTE_DS5 622
#define NOTE_E5  659
#define NOTE_F5  698
#define NOTE_FS5 740
#define NOTE_G5  784
#define NOTE_GS5 831
#define NOTE_A5  880
#define NOTE_AS5 932
#define NOTE_B5  988
#define NOTE_C6  1047
#define NOTE_CS6 1109
#define NOTE_D6  1175
#define NOTE_DS6 1245
#define NOTE_E6  1319
#define NOTE_F6  1397
#define NOTE_FS6 1480
#define NOTE_G6  1568
#define NOTE_GS6 1661
#define NOTE_A6  1760
#define NOTE_AS6 1865
#define NOTE_B6  1976
#define NOTE_C7  2093
#define NOTE_CS7 2217
#define NOTE_D7  2349
#define NOTE_DS7 2489
#define NOTE_E7  2637
#define NOTE_F7  2794
#define NOTE_FS7 2960
#define NOTE_G7  3136
#define NOTE_GS7 3322
#define NOTE_A7  3520
#define NOTE_AS7 3729
#define NOTE_B7  3951
#define NOTE_C8  4186
#define NOTE_CS8 4435
#define NOTE_D8  4699
#define NOTE_DS8 4978
#define REST      0


// change this to make the song slower or faster
int tempo = 150;//108 originalement

// change this to whichever pin you want to use
int buzzer = D2;

// notes of the moledy followed by the duration.
// a 4 means a quarter note, 8 an eighteenth , 16 sixteenth, so on
// !!negative numbers are used to represent dotted notes,
// so -4 means a dotted quarter note, that is, a quarter plus an eighteenth!!
int melody[] = {
  
  // Song of storms - The Legend of Zelda Ocarina of Time. 
  // Score available at https://musescore.com/user/4957541/scores/1545401
  
  NOTE_D4,4, NOTE_A4,4, NOTE_A4,4,
  REST,8, NOTE_E4,8, NOTE_B4,2,
  NOTE_F4,4, NOTE_C5,4, NOTE_C5,4,
  REST,8, NOTE_E4,8, NOTE_B4,2,
  NOTE_D4,4, NOTE_A4,4, NOTE_A4,4,
  REST,8, NOTE_E4,8, NOTE_B4,2,
  NOTE_F4,4, NOTE_C5,4, NOTE_C5,4,
  REST,8, NOTE_E4,8, NOTE_B4,2,
  NOTE_D4,8, NOTE_F4,8, NOTE_D5,2,
  
  NOTE_D4,8, NOTE_F4,8, NOTE_D5,2,
  NOTE_E5,-4, NOTE_F5,8, NOTE_E5,8, NOTE_E5,8,
  NOTE_E5,8, NOTE_C5,8, NOTE_A4,2,
  NOTE_A4,4, NOTE_D4,4, NOTE_F4,8, NOTE_G4,8,
  NOTE_A4,-2,
  NOTE_A4,4, NOTE_D4,4, NOTE_F4,8, NOTE_G4,8,
  NOTE_E4,-2,
  NOTE_D4,8, NOTE_F4,8, NOTE_D5,2,
  NOTE_D4,8, NOTE_F4,8, NOTE_D5,2,

  NOTE_E5,-4, NOTE_F5,8, NOTE_E5,8, NOTE_E5,8,
  NOTE_E5,8, NOTE_C5,8, NOTE_A4,2,
  NOTE_A4,4, NOTE_D4,4, NOTE_F4,8, NOTE_G4,8,
  NOTE_A4,2, NOTE_A4,4,
  NOTE_D4,1,
};

// sizeof gives the number of bytes, each int value is composed of two bytes (16 bits)
// there are two values per note (pitch and duration), so for each note there are four bytes
int notes = sizeof(melody) / sizeof(melody[0]) / 2;

// this calculates the duration of a whole note in ms
int wholenote = (60000 * 4) / tempo;

int divider = 0, noteDuration = 0;

void setup() {
  // iterate over the notes of the melody. 
  // Remember, the array is twice the number of notes (notes + durations)
  for (int thisNote = 0; thisNote < notes * 2; thisNote = thisNote + 2) {

    // calculates the duration of each note
    divider = melody[thisNote + 1];
    if (divider > 0) {
      // regular note, just proceed
      noteDuration = (wholenote) / divider;
    } else if (divider < 0) {
      // dotted notes are represented with negative durations!!
      noteDuration = (wholenote) / abs(divider);
      noteDuration *= 1.5; // increases the duration in half for dotted notes
    }

    // we only play the note for 90% of the duration, leaving 10% as a pause
    tone(buzzer, melody[thisNote], noteDuration*0.9);

    // Wait for the specief duration before playing the next note.
    delay(noteDuration);
    
    // stop the waveform generation before the next note.
    noTone(buzzer);
  }
}

void loop() {
  // we repeat the melody
    for (int thisNote = 0; thisNote < notes * 2; thisNote = thisNote + 2) {

    // calculates the duration of each note
    divider = melody[thisNote + 1];
    if (divider > 0) {
      // regular note, just proceed
      noteDuration = (wholenote) / divider;
    } else if (divider < 0) {
      // dotted notes are represented with negative durations!!
      noteDuration = (wholenote) / abs(divider);
      noteDuration *= 1.5; // increases the duration in half for dotted notes
    }

    // we only play the note for 90% of the duration, leaving 10% as a pause
    tone(buzzer, melody[thisNote], noteDuration*0.9);

    // Wait for the specief duration before playing the next note.
    delay(noteDuration);
    
    // stop the waveform generation before the next note.
    noTone(buzzer);
  }
}

Pistes d'amélioration

  • Utiliser du carton mousse au lieu de carton pour la roue
  • Faire une grande roue plus grande
  • cacher la partie musique dans une cabine

Sources

  • créer la grande roue:

https://www.lasdi.com/la-grande-roue.html

  • code servo moteur:

https://raspi.tv/2018/using-wemos-d1-mini-to-control-a-brushless-motor-with-esc-and-servo-signals

  • bandeau de led rvb adressable WS2812B:

https://www.raspberryme.com/guide-pour-la-bande-led-rvb-adressable-ws2812b-avec-arduino/

  • bibliothèque des leds WS2812B (le code utilise l'exemple "ColorPalette" de cette bibliothèque):

https://github.com/FastLED/FastLED/archive/master.zip

  • utiliser Wemos D1 Mini avec arduino:

http://www.wikidebrouillard.org/wiki/Utiliser_le_D1_mini_avec_Arduino

Catégories