feat: add instrument logic (VU scale, needle spring, segment glyphs, LED bar)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
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import CoreGraphics
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import Foundation
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/// dBFS → VU → needle position and angle, all from the meter tokens.
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public enum VUScale {
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public static func vu(fromDbfs dbfs: Double) -> Double {
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dbfs - MeterTokens.vuReferenceDbfs
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}
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/// 0 = bottom of the scale, 1 = top. The needle may swing slightly past the end (up to 1.03).
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public static func fraction(forVU vu: Double) -> Double {
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min(1.03, max(0, (vu - MeterTokens.vuMin) / (MeterTokens.vuMax - MeterTokens.vuMin)))
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}
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public static func fraction(forDbfs dbfs: Double) -> Double {
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fraction(forVU: vu(fromDbfs: dbfs))
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}
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/// Radians from vertical; negative is left of vertical.
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public static func angle(forFraction fraction: Double) -> Double {
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(-MeterTokens.vuArcDegrees / 2 + MeterTokens.vuArcDegrees * fraction) * .pi / 180
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}
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}
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/// Second-order needle: reaches ~99 % in `response` seconds, slight overshoot for damping < 1.
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public struct NeedleSpring: Equatable {
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public private(set) var position: Double
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public private(set) var velocity: Double = 0
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private let omega: Double
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private let zeta: Double
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public init(response: Double = Motion.needleResponse, damping: Double = Motion.needleDamping, position: Double = 0) {
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self.zeta = damping
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self.omega = 4.6 / (damping * response)
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self.position = position
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}
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/// Advances the simulation by `dt` seconds in small fixed sub-steps (stable for any frame time).
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@discardableResult
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public mutating func step(target: Double, dt: Double) -> Double {
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var remaining = max(0, dt)
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let h = 1.0 / 240.0
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while remaining > 1e-9 {
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let s = min(h, remaining)
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let acceleration = omega * omega * (target - position) - 2 * zeta * omega * velocity
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velocity += acceleration * s
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position += velocity * s
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remaining -= s
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}
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return position
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}
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}
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public enum SegmentID: CaseIterable, Hashable {
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case a, b, c, d, e, f, g
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}
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/// Which segments of a seven-segment digit are lit, and where each segment sits (from the segment tokens).
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public enum SegmentGlyph {
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static let map: [Character: Set<SegmentID>] = [
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"0": [.a, .b, .c, .d, .e, .f], "1": [.b, .c], "2": [.a, .b, .d, .e, .g], "3": [.a, .b, .c, .d, .g],
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"4": [.b, .c, .f, .g], "5": [.a, .c, .d, .f, .g], "6": [.a, .c, .d, .e, .f, .g], "7": [.a, .b, .c],
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"8": Set(SegmentID.allCases), "9": [.a, .b, .c, .d, .f, .g],
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]
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public static func lit(for character: Character) -> Set<SegmentID> {
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map[character] ?? []
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}
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/// Hexagonal bar for one segment, inside a `Segment.digitWidth` × `Segment.digitHeight` box.
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public static func polygon(_ id: SegmentID) -> [CGPoint] {
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let width = Segment.digitWidth, height = Segment.digitHeight
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let h = Segment.thickness / 2, gap = Segment.gap
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let left = h, right = width - h, mid = height / 2
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func horizontal(_ x0: CGFloat, _ x1: CGFloat, _ cy: CGFloat) -> [CGPoint] {
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[CGPoint(x: x0, y: cy), CGPoint(x: x0 + h, y: cy - h), CGPoint(x: x1 - h, y: cy - h),
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CGPoint(x: x1, y: cy), CGPoint(x: x1 - h, y: cy + h), CGPoint(x: x0 + h, y: cy + h)]
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}
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func vertical(_ cx: CGFloat, _ y0: CGFloat, _ y1: CGFloat) -> [CGPoint] {
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[CGPoint(x: cx, y: y0), CGPoint(x: cx + h, y: y0 + h), CGPoint(x: cx + h, y: y1 - h),
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CGPoint(x: cx, y: y1), CGPoint(x: cx - h, y: y1 - h), CGPoint(x: cx - h, y: y0 + h)]
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}
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let x0 = left + h + gap, x1 = right - h - gap
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switch id {
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case .a: return horizontal(x0, x1, h)
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case .g: return horizontal(x0, x1, mid)
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case .d: return horizontal(x0, x1, height - h)
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case .f: return vertical(left, h + h + gap, mid - h - gap)
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case .b: return vertical(right, h + h + gap, mid - h - gap)
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case .e: return vertical(left, mid + h + gap, height - h - h - gap)
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case .c: return vertical(right, mid + h + gap, height - h - h - gap)
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}
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}
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}
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public enum LEDBar {
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public enum Tone { case green, amber, red }
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/// The last segment is red, the three before it amber, the rest green.
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public static func tone(forSegment index: Int, segments: Int = MeterTokens.ledSegments) -> Tone {
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if index >= segments - 1 { return .red }
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if index >= segments - 4 { return .amber }
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return .green
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}
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public static func litCount(forFraction fraction: Double, segments: Int = MeterTokens.ledSegments) -> Int {
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Int((min(1, max(0, fraction)) * Double(segments)).rounded())
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}
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}
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@@ -0,0 +1,108 @@
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import CoreGraphics
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import Testing
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@testable import SstUI
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struct VUScaleTests {
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@Test func zeroVUIsMinusTwentyDbfs() {
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#expect(VUScale.vu(fromDbfs: -20) == 0)
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#expect(VUScale.vu(fromDbfs: -40) == -20)
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}
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@Test func fractionSpansTheScale() {
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#expect(VUScale.fraction(forVU: -20) == 0)
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#expect(abs(VUScale.fraction(forVU: 3) - 1) < 1e-9)
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#expect(abs(VUScale.fraction(forVU: 0) - 20.0 / 23.0) < 1e-9)
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}
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@Test func fractionIsClampedAtBothEnds() {
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#expect(VUScale.fraction(forVU: -60) == 0)
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#expect(VUScale.fraction(forVU: 30) == 1.03)
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#expect(VUScale.fraction(forDbfs: -120) == 0)
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}
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@Test func angleIsSymmetricAroundVertical() {
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#expect(abs(VUScale.angle(forFraction: 0) + VUScale.angle(forFraction: 1)) < 1e-9)
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#expect(abs(VUScale.angle(forFraction: 0.5)) < 1e-9)
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#expect(abs(VUScale.angle(forFraction: 1) - 45 * .pi / 180) < 1e-9)
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}
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}
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struct NeedleSpringTests {
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func simulate(_ spring: NeedleSpring, seconds: Double, target: Double = 1) -> (final: Double, peak: Double) {
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var spring = spring
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var peak = 0.0
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let dt = 1.0 / 240
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for _ in 0..<Int(seconds / dt) { peak = max(peak, spring.step(target: target, dt: dt)) }
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return (spring.position, peak)
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}
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@Test func reachesTheTargetWithinTheResponseTime() {
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let result = simulate(NeedleSpring(), seconds: Motion.needleResponse)
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#expect(abs(result.final - 1) < 0.02)
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}
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@Test func overshootsSlightlyWithTheTokenDamping() {
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let result = simulate(NeedleSpring(), seconds: 1)
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#expect(result.peak > 1.003)
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#expect(result.peak < 1.03)
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#expect(abs(result.final - 1) < 0.001)
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}
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@Test func criticalDampingNeverOvershoots() {
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let result = simulate(NeedleSpring(damping: 1), seconds: 1)
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#expect(result.peak <= 1.000001)
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}
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@Test func largeFrameStepsStayStable() {
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var spring = NeedleSpring()
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for _ in 0..<40 { spring.step(target: 1, dt: 0.05) }
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#expect(abs(spring.position - 1) < 0.001)
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}
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@Test func restsAtTheStartWithoutATarget() {
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var spring = NeedleSpring()
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for _ in 0..<60 { spring.step(target: 0, dt: 1.0 / 60) }
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#expect(spring.position == 0)
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}
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}
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struct SegmentGlyphTests {
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@Test func everyDigitHasASegmentPattern() {
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for digit in "0123456789" { #expect(!SegmentGlyph.lit(for: digit).isEmpty) }
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#expect(SegmentGlyph.lit(for: "8").count == 7)
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#expect(SegmentGlyph.lit(for: "1") == [.b, .c])
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#expect(SegmentGlyph.lit(for: ":").isEmpty)
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}
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@Test func polygonsStayInsideTheDigitBoxAndDiffer() {
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var seen: [[CGPoint]] = []
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for id in SegmentID.allCases {
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let polygon = SegmentGlyph.polygon(id)
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#expect(polygon.count == 6)
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for point in polygon {
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#expect(point.x >= 0 && point.x <= Segment.digitWidth)
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#expect(point.y >= 0 && point.y <= Segment.digitHeight)
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}
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#expect(!seen.contains(polygon))
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seen.append(polygon)
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}
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#expect(seen.count == 7)
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}
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}
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struct LEDBarTests {
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@Test func tonesFollowTheEightThreeOneSplit() {
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let tones = (0..<12).map { LEDBar.tone(forSegment: $0) }
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#expect(tones.prefix(8).allSatisfy { $0 == .green })
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#expect(tones[8...10].allSatisfy { $0 == .amber })
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#expect(tones[11] == .red)
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}
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@Test func litCountScalesAndClamps() {
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#expect(LEDBar.litCount(forFraction: 0) == 0)
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#expect(LEDBar.litCount(forFraction: 0.5) == 6)
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#expect(LEDBar.litCount(forFraction: 1) == 12)
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#expect(LEDBar.litCount(forFraction: 1.03) == 12)
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#expect(LEDBar.litCount(forFraction: -1) == 0)
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}
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}
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