ESP32-HUB75-MatrixPanel-DMA/examples/AuroraDemo/PatternElectricMandala.hpp

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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Funky Noise" by Stefan Petrick: https://github.com/StefanPetrick/FunkyNoise
* Copyright (c) 2014 Stefan Petrick
* http://www.stefan-petrick.de/wordpress_beta
*
* 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 PatternElectricMandala_H
class PatternElectricMandala : public Drawable {
private:
// The coordinates for 16-bit noise spaces.
#define NUM_LAYERS 1
// used for the random based animations
int16_t dx;
int16_t dy;
int16_t dz;
int16_t dsx;
int16_t dsy;
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unsigned int last_parameter_change_ms = 0;
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public:
PatternElectricMandala() {
name = (char *)"ElectricMandala";
}
void start() {
// set to reasonable values to avoid a black out
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effects.noisesmoothing = 200;
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// just any free input pin
//random16_add_entropy(analogRead(18));
// fill coordinates with random values
// set zoom levels
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effects.noise_x = random16();
effects.noise_y = random16();
effects.noise_z = random16();
effects.noise_scale_x = 6000;
effects.noise_scale_y = 6000;
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// for the random movement
dx = random8();
dy = random8();
dz = random8();
dsx = random8();
dsy = random8();
}
unsigned int drawFrame() {
#if FASTLED_VERSION >= 3001000
// a new parameter set every 15 seconds
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if(millis() - last_parameter_change_ms > 15000) {
last_parameter_change_ms = millis();
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//SetupRandomPalette3();
dy = random16(500) - 250; // random16(2000) - 1000 is pretty fast but works fine, too
dx = random16(500) - 250;
dz = random16(500) - 250;
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effects.noise_scale_x = random16(10000) + 2000;
effects.noise_scale_y = random16(10000) + 2000;
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}
#endif
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effects.noise_y += dy;
effects.noise_x += dx;
effects.noise_z += dz;
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effects.FillNoise();
ShowNoiseLayer(0, 1, 0);
effects.Caleidoscope3();
effects.Caleidoscope1();
effects.ShowFrame();
return 30;
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}
// show just one layer
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
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for (uint16_t i = 0; i < VPANEL_W; i++) {
for (uint16_t j = 0; j < VPANEL_H; j++) {
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uint8_t color = effects.noise[i][j];
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uint8_t bri = color;
// assign a color depending on the actual palette
CRGB pixel = ColorFromPalette(effects.currentPalette, colorrepeat * (color + colorshift), bri);
effects.leds[XY16(i, j)] = pixel;
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}
}
}
};
#endif