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

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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from FastLED Fire2012 example by Mark Kriegsman: https://github.com/FastLED/FastLED/tree/master/examples/Fire2012WithPalette
* Copyright (c) 2013 FastLED
*
* 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 PatternFire_H
#define PatternFire_H
#ifndef Effects_H
#include "Effects.h"
#endif
class PatternFire : public Drawable {
private:
public:
PatternFire() {
name = (char *)"Fire";
}
// There are two main parameters you can play with to control the look and
// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
// in step 3 above).
//
// cooling: How much does the air cool as it rises?
// Less cooling = taller flames. More cooling = shorter flames.
// Default 55, suggested range 20-100
int cooling = 100;
// sparking: What chance (out of 255) is there that a new spark will be lit?
// Higher chance = more roaring fire. Lower chance = more flickery fire.
// Default 120, suggested range 50-200.
unsigned int sparking = 100;
unsigned int drawFrame() {
// Add entropy to random number generator; we use a lot of it.
random16_add_entropy( random16());
effects.DimAll(235);
for (int x = 0; x < VPANEL_W; x++) {
// Step 1. Cool down every cell a little
for (int y = 0; y < VPANEL_H; y++) {
int xy = XY(x, y);
heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / VPANEL_H) + 2));
}
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for (int y = 0; y < VPANEL_H; y++) {
heat[XY(x, y)] = (heat[XY(x, y + 1)] + heat[XY(x, y + 2)] + heat[XY(x, y + 2)]) / 3;
}
// Step 2. Randomly ignite new 'sparks' of heat
if (random8() < sparking) {
// int x = (p[0] + p[1] + p[2]) / 3;
int xy = XY(x, VPANEL_H - 1);
heat[xy] = qadd8(heat[xy], random8(160, 255));
}
// Step 4. Map from heat cells to LED colors
for (int y = 0; y < VPANEL_H; y++) {
int xy = XY(x, y);
byte colorIndex = heat[xy];
// Recommend that you use values 0-240 rather than
// the usual 0-255, as the last 15 colors will be
// 'wrapping around' from the hot end to the cold end,
// which looks wrong.
colorIndex = scale8(colorIndex, 200);
// override color 0 to ensure a black background?
if (colorIndex != 0)
// effects.leds[xy] = CRGB::Black;
// else
effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex);
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(2);
effects.MoveFractionalNoiseX(2);
effects.ShowFrame();
return 15;
}
};
#endif