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 FastLED Fire2012 example by Mark Kriegsman: https://github.com/FastLED/FastLED/tree/master/examples/Fire2012WithPalette
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* Copyright (c) 2013 FastLED
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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 PatternSpark_H
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#define PatternSpark_H
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class PatternSpark : public Drawable {
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private:
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public:
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PatternSpark() {
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name = (char *)"Spark";
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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 55, suggested range 20-100
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uint8_t cooling = 100;
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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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uint8_t sparking = 50;
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unsigned int drawFrame() {
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// Add entropy to random number generator; we use a lot of it.
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random16_add_entropy( random16());
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effects.DimAll(235); effects.ShowFrame();
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2024-07-28 23:00:45 +02:00
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for (uint8_t x = 0; x < VPANEL_W; x++) {
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2019-05-11 16:20:53 +02:00
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// Step 1. Cool down every cell a little
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2024-07-28 23:00:45 +02:00
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for (int y = 0; y < VPANEL_H; y++) {
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2024-07-29 00:40:30 +02:00
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int xy = XY16(x, y);
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2024-07-28 23:00:45 +02:00
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heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / VPANEL_H) + 2));
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2019-05-11 16:20:53 +02:00
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}
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// Step 2. Heat from each cell drifts 'up' and diffuses a little
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2024-07-28 23:00:45 +02:00
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for (int y = 0; y < VPANEL_H; y++) {
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2024-07-29 00:40:30 +02:00
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heat[XY16(x, y)] = (heat[XY16(x, y + 1)] + heat[XY16(x, y + 2)] + heat[XY16(x, y + 2)]) / 3;
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2019-05-11 16:20:53 +02:00
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}
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// Step 2. Randomly ignite new 'sparks' of heat
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if (random8() < sparking) {
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uint8_t xt = random8(MATRIX_CENTRE_X - 2, MATRIX_CENTER_X + 3);
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2024-07-29 00:40:30 +02:00
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int xy = XY16(xt, VPANEL_H - 1);
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2019-05-11 16:20:53 +02:00
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heat[xy] = qadd8(heat[xy], random8(160, 255));
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}
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// Step 4. Map from heat cells to LED colors
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2024-07-28 23:00:45 +02:00
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for (int y = 0; y < VPANEL_H; y++) {
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2024-07-29 00:40:30 +02:00
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int xy = XY16(x, y);
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2019-05-11 16:20:53 +02:00
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byte colorIndex = heat[xy];
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// Recommend that you use values 0-240 rather than
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// the usual 0-255, as the last 15 colors will be
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// 'wrapping around' from the hot end to the cold end,
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// which looks wrong.
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colorIndex = scale8(colorIndex, 240);
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// override color 0 to ensure a black background?
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if (colorIndex != 0)
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// effects.leds[xy] = CRGB::Black;
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// else
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effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex);
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}
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}
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// Noise
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noise_x += 1000;
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noise_y += 1000;
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noise_z += 1000;
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noise_scale_x = 4000;
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noise_scale_y = 4000;
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effects.FillNoise();
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effects.MoveX(3);
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effects.MoveFractionalNoiseX(4);
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effects.ShowFrame();
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return 15;
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}
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};
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#endif
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