14. Interface and Application Programming
Assignment
-
Group assignment:
- Compare as many tool options as possible.
- Document your work on the group work page and reflect on your individual page what you learned.
-
Individual assignment
Group assignment
Link to this week's group assignment
Web browser and JavaScript
For interface I've done some practise of reading and visualizing the sensor data in web browser using WebGL and Web Serial api in week11, I just link to that first.
On week11, I made two web pages, both of them reads the input data from the serial port of the board and does some visualization to the data.
The two pages are linked down below:
On both pages, they have the Get Port
button:
<button onclick="getPort()">Get Port</button>
When the button is clicked, it calls the getPort()
function, which is shown
below:
function getPort() {
navigator.serial.requestPort().then(async port=> {
await port.open({baudRate})
const decoder = new TextDecoder()
start_drawing()
// https://developer.mozilla.org/en-US/docs/Web/API/SerialPort#reading_data_from_a_port
while (port.readable) {
const reader = port.readable.getReader()
try {
while (true) {
const {value, done} = await reader.read()
if (done) break
if (window.on_serial_data) window.on_serial_data(decoder.decode(value))
}
}
catch (err) { console.error(err) }
finally { reader.releaseLock() }
}
})
}
It uses the Web Serial
functionality provided by the web browser, the navigator.serial.requestPort()
function can open a serial connection if there's a board connected to the USB
port.
If the serial port is opened, it first calls the function start_drawing()
and
continously reads the data from the serial port, and if the function
on_serial_data()
is defined, it passes the read data to the function to
further process the data.
The start_drawing()
function and on_serial_data()
are defined differently to
make different visualizations of the data.
Capacitive Sensing Values With 2D Canvas
As it's shown, the first page shows the readings of the capacitive pads on the board.
const ctx = document.querySelector('canvas').getContext('2d')
The getContext('2d')
method on the HTML
canvas element
gives a 2d rendering
context,
which allows drawing 2d graphics.
let pad_values = []
let max_pad_value = 0
let last_touched = -1
let processing_time = 0
let remainder = ''
function on_serial_data(data) {
const lines = (remainder + data).split('\n')
if (lines.length === 0) return
remainder = lines.pop()
for (const line of lines) {
if (line === '') continue
if (log) console.log(line)
const fields = line.split(' ')
if (fields.length != 12) {
console.error('invalid line:', line)
continue
}
processing_time = fields.pop()
last_touched = fields.pop()
output.textContent = `last touched: ${last_touched}, procesing time: ${processing_time}ms, ` + fields.join('\t')
pad_values = fields
max_pad_value = Math.max(max_pad_value, ...fields)
}
}
The on_serial_data()
function processes the serial data line by line, and
collects the data values into the pad_values
, max_pad_value
, last_touched
,
processing_time
variables, and later using them to draw the histogram in
start_drawing()
function.
function start_drawing() {
requestAnimationFrame(function draw(time_stamp) {
const hist_width = 50
const hist_height = ctx.canvas.height - 30
const upper_value = 5000
const col_width = ctx.canvas.width / pad_count
console.assert(pad_value && pad_values.length === pad_count,
`pad value count (${pad_values.length}) doesn't match the pad count (${pad_count})`)
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height)
ctx.font = '20px sans-serif'
ctx.textAlign = 'center'
ctx.textBaseline = 'bottom'
const max_val = Math.max(upper_value, max_pad_value)
for (let i = 0; i < pad_count; ++i) {
const h = pad_values[i] / max_val * hist_height
const x = i * col_width + col_width / 2
ctx.fillStyle = 'black'
ctx.fillText(pad_values[i], x, ctx.canvas.height)
if (last_touched == i) ctx.fillStyle = 'red'
ctx.fillRect(x - hist_width / 2, hist_height - h, hist_width, h)
}
ctx.fillStyle = 'black'
ctx.textAlign = 'start'
ctx.textBaseline = 'top'
ctx.fillText('max value: ' + max_val, 0, 0)
requestAnimationFrame(draw)
})
}
The start_drawing()
function calls the requestAnimationFrame()
function
recursively to run a render loop continously. It draws the values as histograms
using the ctx.fillRect()
and ctx.fillText()
methods, etc.
3D Rotation With WebGL
const gl = document.querySelector('canvas').getContext('webgl2')
The getContext('webgl2')
method creates a webgl2 rendering
context
that uses WebGL,
which allows rendering 3D graphics using hardware acceleration in the web
browser.
const primitives = []
function gl_primitive(type, first_vertex_index, vertex_count) {
return {type, first_vertex_index, vertex_count}
}
const program = init_gl()
function init_gl() {
const program = create_shader_program_from_source(gl,
`#version 300 es
// uniform float u_scale;
// uniform vec3 u_offset;
uniform mat3 u_rotation_mat;
uniform mat4 u_perspective_mat;
in vec3 a_position;
out float alpha;
void main() {
vec3 pos = u_rotation_mat * a_position;
alpha = pos.z + 1.2;
// pos = u_offset + u_scale * pos;
pos.z -= 3.0;
gl_PointSize = 2.0;
gl_Position = u_perspective_mat * vec4(pos, 1);
}
`,
`#version 300 es
precision highp float;
in float alpha;
out vec4 color;
void main() {
color = vec4(0, 0, 0, alpha);
}
`
)
gl.enable(gl.DEPTH_TEST)
gl.useProgram(program)
// generate vertices for a unit sphere
// https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates
const num_segments = 20
const vertices = new Float32Array(3 * (num_segments) * (num_segments+1))
let idx = 0
for (let i = 0; i < num_segments; ++i) {
const first = idx
for (let j = 0; j < num_segments+1; ++j) {
const theta = Math.PI * j / num_segments
const phi = Math.PI * 2 * i / num_segments
/* x */ vertices[idx++] = Math.sin(theta)*Math.cos(phi)
/* y */ vertices[idx++] = Math.sin(theta)*Math.sin(phi)
/* z */ vertices[idx++] = Math.cos(theta)
}
primitives.push(gl_primitive(gl.LINE_STRIP, first, idx-first))
}
console.assert(idx === vertices.length)
console.assert(primitives.length === num_segments)
const vertex_buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer)
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)
const pos_attrib_loc = gl.getAttribLocation(program, 'a_position')
gl.enableVertexAttribArray(pos_attrib_loc)
gl.vertexAttribPointer(pos_attrib_loc, 3, gl.FLOAT, false, 0, 0)
return program
}
The init_gl()
function creates a shader program, which is a program that runs
on the GPU for drawing the 3d scene, and sets the data for all the vertices of a
sphere that's going to be drawn.
let ypr = [0, 0, 0] // yaw, pitch, roll Eular angles
let remainder = ''
function on_serial_data(data) {
const lines = (remainder + data).split('\n')
if (lines.length == 0) return
remainder = lines.pop()
for (const line of lines) {
if (line === '') continue
const fields = line.split(' ')
if (fields.length != 3) {
console.error('invalid line:', line)
continue
}
ypr = fields.map(degree => degree / 180 * Math.PI)
}
}
The on_serial_data()
function processes the serial data line by line and reads
the yaw, pitch, roll Eular angles
sent by the board and saves them in the ypr
variable.
function start_drawing() {
const u_perspective_mat_loc = gl.getUniformLocation(program, 'u_perspective_mat')
const u_rotation_mat_loc = gl.getUniformLocation(program, 'u_rotation_mat')
const perspective_matrix = perpective_matrix(Math.PI / 4, gl.canvas.width / gl.canvas.height, 0.1, 20)
requestAnimationFrame(function draw(time_stamp) {
//gl.clearColor(0, 0, 0, 1)
//gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.uniformMatrix4fv(u_perspective_mat_loc, false, perspective_matrix.data)
gl.uniformMatrix3fv(u_rotation_mat_loc, false, ypr_rotation_matrix(...ypr).data)
for (const p of primitives) {
gl.drawArrays(p.type, p.first_vertex_index, p.vertex_count)
}
requestAnimationFrame(draw)
})
}
function Mat(row_count, col_count, data) {
if (row_count * col_count !== data.length) throw new Error(`Data array length ${data.length} does not match matrix dimention of ${row_count}X${col_count}.`)
return { row_count, col_count, data }
}
function perpective_matrix(fov, aspect, near, far) {
const f = Math.tan(Math.PI * 0.5 - 0.5 * fov)
const range_inv = 1 / (near - far)
return Mat(4, 4, [
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (near + far) * range_inv, -1,
0, 0, near * far * range_inv * 2, 0
])
}
function ypr_rotation_matrix(yaw, pitch, roll) {
const sina = Math.sin(yaw)
const cosa = Math.cos(yaw)
const sinb = Math.sin(pitch)
const cosb = Math.cos(pitch)
const sinc = Math.sin(roll)
const cosc = Math.cos(roll)
return Mat(3, 3, [
// col1
cosa * cosb,
sina * cosb,
-sinb,
// col2
cosa * sinb * sinc - sina * cosc,
sina * sinb * sinc + cosa * cosc,
cosb * sinc,
// col3
cosa * sinb * cosc + sina * sinc,
sina * sinb * cosc - cosa * sinc,
cosb * cosc,
])
}
And the start_drawing()
function runs the rendering loop that sets the matrix
for doing the 3D coordinate transformation using the ypr data that is read,
showing the sphere rotating as we rotates the accelerometer.
Source files
-
Capacative touch sensing
- Arduino program: atmega328-capacitive-web-serial.ino
- web page: web-serial.html Download
-
WebGL visualization for MPU9250
- Arduino program: mpu9250-serial-webgl.ino
- web page: mpu9250-serial-webgl.html Download