ESP32-HUB75-MatrixPanel-DMA/examples/ChainedPanelsAuroraDemo/PatternAttract.h

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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* 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 PatternAttract_H
class PatternAttract : public Drawable {
private:
const int count = 8;
Attractor attractor;
public:
PatternAttract() {
name = (char *)"Attract";
}
void start() {
int direction = random(0, 2);
if (direction == 0)
direction = -1;
for (int i = 0; i < count; i++) {
Boid boid = Boid(15, 31 - i);
boid.mass = 1; // random(0.1, 2);
boid.velocity.x = ((float) random(40, 50)) / 100.0;
boid.velocity.x *= direction;
boid.velocity.y = 0;
boid.colorIndex = i * 32;
boids[i] = boid;
//dim = random(170, 250);
}
}
unsigned int drawFrame() {
// dim all pixels on the display
uint8_t dim = beatsin8(2, 170, 250);
effects.DimAll(dim);
for (int i = 0; i < count; i++) {
Boid boid = boids[i];
PVector force = attractor.attract(boid);
boid.applyForce(force);
boid.update();
effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
boids[i] = boid;
}
effects.ShowFrame();
return 0;
}
};
#endif