92b3959a6a
Reverse Direction (FXOPTS) was not working for Fire 2012 custom animation
93 lines
3.4 KiB
C
93 lines
3.4 KiB
C
/*
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Example of adding the example: https://github.com/kitesurfer1404/WS2812FX/blob/master/examples/ws2812fx_custom_FastLED/ws2812fx_custom_FastLED.ino
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as a custom effect
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More info on how to create custom aniamtions for WS2812FX: https://github.com/kitesurfer1404/WS2812FX/blob/master/extras/WS2812FX%20Users%20Guide.md#custom-effects
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*/
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#include <FastLED.h> //https://github.com/FastLED/FastLED
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/*
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* paste in the Fire2012 code with a small edit at the end which uses the
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* setPixelColor() function to copy the color data to the ws2812fx instance.
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*/
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// Fire2012 by Mark Kriegsman, July 2012
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// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY
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////
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// This basic one-dimensional 'fire' simulation works roughly as follows:
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// There's a underlying array of 'heat' cells, that model the temperature
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// at each point along the line. Every cycle through the simulation,
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// four steps are performed:
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// 1) All cells cool down a little bit, losing heat to the air
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// 2) The heat from each cell drifts 'up' and diffuses a little
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// 3) Sometimes randomly new 'sparks' of heat are added at the bottom
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// 4) The heat from each cell is rendered as a color into the leds array
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// The heat-to-color mapping uses a black-body radiation approximation.
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//
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// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot).
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//
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// This simulation scales it self a bit depending on NUM_LEDS; it should look
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// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
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//
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// I recommend running this simulation at anywhere from 30-100 frames per second,
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// meaning an interframe delay of about 10-35 milliseconds.
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//
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// Looks best on a high-density LED setup (60+ pixels/meter).
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//
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//
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// There are two main parameters you can play with to control the look and
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// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
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// in step 3 above).
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//
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// COOLING: How much does the air cool as it rises?
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// Less cooling = taller flames. More cooling = shorter flames.
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// Default 50, suggested range 20-100
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#define COOLING 70
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// SPARKING: What chance (out of 255) is there that a new spark will be lit?
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// Higher chance = more roaring fire. Lower chance = more flickery fire.
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// Default 120, suggested range 50-200.
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#define SPARKING 120
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bool gReverseDirection = false;
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void Fire2012() {
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// Array of temperature readings at each simulation cell
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// Step 1. Cool down every cell a little
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for( int i = 0; i < WS2812FXStripSettings.stripSize; i++) {
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ledstates[i] = qsub8( ledstates[i], random8(0, ((COOLING * 10) / WS2812FXStripSettings.stripSize) + 2));
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}
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// Step 2. Heat from each cell drifts 'up' and diffuses a little
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for( int k= WS2812FXStripSettings.stripSize - 1; k >= 2; k--) {
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ledstates[k] = (ledstates[k - 1] + ledstates[k - 2] + ledstates[k - 2]) / 3;
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}
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// Step 3. Randomly ignite new 'sparks' of heat near the bottom
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if( random8() < SPARKING ) {
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int y = random8(7);
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ledstates[y] = qadd8(ledstates[y], random8(160,255) );
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}
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// Step 4. Map from heat cells to LED colors
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for( int j = 0; j < WS2812FXStripSettings.stripSize; j++) {
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CRGB color = HeatColor( ledstates[j]);
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int pixelnumber;
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if( gReverseDirection ) {
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pixelnumber = (WS2812FXStripSettings.stripSize - 1) - j;
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} else {
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pixelnumber = j;
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}
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strip->setPixelColor(pixelnumber, color.red, color.green, color.blue, 0);
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}
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}
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uint16_t myCustomEffect0() {
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Fire2012();
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return (strip->getSpeed() / WS2812FXStripSettings.stripSize);
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}
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