2019-05-11 16:20:53 +02:00
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/*
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* Aurora: https://github.com/pixelmatix/aurora
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* Copyright (c) 2014 Jason Coon
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*
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* Portions of this code are adapted from SmartMatrixSwirl by Mark Kriegsman: https://gist.github.com/kriegsman/5adca44e14ad025e6d3b
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* https://www.youtube.com/watch?v=bsGBT-50cts
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* Copyright (c) 2014 Mark Kriegsman
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef PatternSwirl_H
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class PatternSwirl : public Drawable {
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private:
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const uint8_t borderWidth = 2;
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public:
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PatternSwirl() {
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name = (char *)"Swirl";
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}
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void start() {
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2020-12-01 17:28:17 +01:00
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effects.ClearFrame();
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2019-05-11 16:20:53 +02:00
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}
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unsigned int drawFrame() {
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// Apply some blurring to whatever's already on the matrix
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// Note that we never actually clear the matrix, we just constantly
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// blur it repeatedly. Since the blurring is 'lossy', there's
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// an automatic trend toward black -- by design.
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2020-12-02 20:39:03 +01:00
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uint8_t blurAmount = beatsin8(2, 10, 255)
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2019-05-11 16:20:53 +02:00
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#if FASTLED_VERSION >= 3001000
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2020-12-02 20:39:03 +01:00
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blur2d(effects.leds, MATRIX_WIDTH > 255 ? 255 : MATRIX_WIDTH, MATRIX_HEIGHT > 255 ? 255 : MATRIX_HEIGHT, blurAmount);
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2019-05-11 16:20:53 +02:00
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#else
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effects.DimAll(blurAmount);
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#endif
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// Use two out-of-sync sine waves
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2020-12-02 20:39:03 +01:00
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uint8_t i = beatsin8(256/MATRIX_HEIGHT, borderWidth, MATRIX_WIDTH - borderWidth);
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uint8_t j = beatsin8(2048/MATRIX_WIDTH, borderWidth, MATRIX_HEIGHT - borderWidth);
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2019-05-11 16:20:53 +02:00
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// Also calculate some reflections
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uint8_t ni = (MATRIX_WIDTH - 1) - i;
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2020-12-02 20:39:03 +01:00
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uint8_t nj = (MATRIX_HEIGHT - 1) - j;
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2019-05-11 16:20:53 +02:00
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// The color of each point shifts over time, each at a different speed.
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uint16_t ms = millis();
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effects.leds[XY(i, j)] += effects.ColorFromCurrentPalette(ms / 11);
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2020-12-02 20:39:03 +01:00
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//effects.leds[XY(j, i)] += effects.ColorFromCurrentPalette(ms / 13); // this doesn't work for non-square matrixes
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2019-05-11 16:20:53 +02:00
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effects.leds[XY(ni, nj)] += effects.ColorFromCurrentPalette(ms / 17);
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2020-12-02 20:39:03 +01:00
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//effects.leds[XY(nj, ni)] += effects.ColorFromCurrentPalette(ms / 29); // this doesn't work for non-square matrixes
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2019-05-11 16:20:53 +02:00
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effects.leds[XY(i, nj)] += effects.ColorFromCurrentPalette(ms / 37);
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effects.leds[XY(ni, j)] += effects.ColorFromCurrentPalette(ms / 41);
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effects.ShowFrame();
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return 0;
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}
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};
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#endif
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