Added new demo
Based on Aurora code.
This commit is contained in:
parent
95dd8aa339
commit
85d0d44891
39 changed files with 5126 additions and 1 deletions
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@ -196,7 +196,9 @@ void RGB64x32MatrixPanel_I2S_DMA::updateMatrixDMABuffer(int16_t x_coord, int16_t
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// Need to check that the co-ordinates are within range, or it'll break everything big time.
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if ( x_coord < 0 || y_coord < 0 || x_coord >= MATRIX_WIDTH || y_coord >= MATRIX_HEIGHT)
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{
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return;
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// Serial.printf("Invalid: x %d, y %d - r %d, g %d, b %d\n", (int)x_coord, (int)y_coord, (int)red, (int)green, (int)blue );
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// x_coord = y_coord = 1;
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return;
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}
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// What half of the HUB75 panel are we painting to?
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50
examples/AuroraDemo/Attractor.h
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50
examples/AuroraDemo/Attractor.h
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@ -0,0 +1,50 @@
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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 "Attractor" in "The Nature of Code" by Daniel Shiffman: http://natureofcode.com/
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* Copyright (c) 2014 Daniel Shiffman
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* http://www.shiffman.net
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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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#include "Vector.h"
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class Attractor {
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public:
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float mass; // Mass, tied to size
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float G; // Gravitational Constant
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PVector location; // Location
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Attractor() {
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location = PVector(MATRIX_CENTRE_X, MATRIX_CENTRE_Y);
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mass = 10;
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G = .5;
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}
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PVector attract(Boid m) {
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PVector force = location - m.location; // Calculate direction of force
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float d = force.mag(); // Distance between objects
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d = constrain(d, 5.0, 32.0); // Limiting the distance to eliminate "extreme" results for very close or very far objects
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force.normalize(); // Normalize vector (distance doesn't matter here, we just want this vector for direction)
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float strength = (G * mass * m.mass) / (d * d); // Calculate gravitional force magnitude
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force *= strength; // Get force vector --> magnitude * direction
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return force;
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}
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};
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101
examples/AuroraDemo/AuroraDemo.ino
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101
examples/AuroraDemo/AuroraDemo.ino
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@ -0,0 +1,101 @@
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/* ------------------------- CUSTOM GPIO PIN MAPPING ------------------------- */
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#define R1_PIN 18
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#define G1_PIN 25
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#define B1_PIN 5
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#define R2_PIN 17
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#define G2_PIN 26
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#define B2_PIN 16
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#define A_PIN 14
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#define B_PIN 27
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#define C_PIN 12
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#define D_PIN 4
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#define E_PIN -1
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#define LAT_PIN 13
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#define OE_PIN 15
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#define CLK_PIN 2
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/* -------------------------- Display Config Initialisation -------------------- */
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#define MATRIX_WIDTH 64
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#define MATRIX_HEIGHT 32
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/* -------------------------- Class Initialisation -------------------------- */
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#include <ESP32-RGB64x32MatrixPanel-I2S-DMA.h>
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RGB64x32MatrixPanel_I2S_DMA matrix;
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#include <FastLED.h>
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#include "Effects.h"
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Effects effects;
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#include "Drawable.h"
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#include "Playlist.h"
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//#include "Geometry.h"
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#include "Patterns.h"
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Patterns patterns;
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/* -------------------------- Some variables -------------------------- */
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unsigned long ms_current = 0;
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unsigned long ms_previous = 0;
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unsigned long ms_animation_max_duration = 10000; // 10 seconds
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unsigned long next_frame = 0;
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void setup()
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{
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// Setup serial interface
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Serial.begin(115200);
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delay(250);
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matrix.begin(R1_PIN, G1_PIN, B1_PIN, R2_PIN, G2_PIN, B2_PIN, A_PIN, B_PIN, C_PIN, D_PIN, E_PIN, LAT_PIN, OE_PIN, CLK_PIN ); // setup the LED matrix
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Serial.println("**************** Starting Aurora Effects Demo ****************");
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// setup the effects generator
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effects.Setup();
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delay(500);
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Serial.println("Effects being loaded: ");
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listPatterns();
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patterns.setPattern(0); // // simple noise
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patterns.start();
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Serial.print("Starting with pattern: ");
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Serial.println(patterns.getCurrentPatternName());
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}
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void loop()
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{
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// menu.run(mainMenuItems, mainMenuItemCount);
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ms_current = millis();
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if ( (ms_current - ms_previous) > ms_animation_max_duration )
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{
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// patterns.moveRandom(1);
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patterns.stop();
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patterns.move(1);
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patterns.start();
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Serial.print("Changing pattern to: ");
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Serial.println(patterns.getCurrentPatternName());
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ms_previous = ms_current;
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// Select a random palette as well
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//effects.RandomPalette();
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}
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if ( next_frame < ms_current)
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next_frame = patterns.drawFrame() + ms_current;
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}
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void listPatterns() {
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patterns.listPatterns();
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}
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326
examples/AuroraDemo/Boid.h
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326
examples/AuroraDemo/Boid.h
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@ -0,0 +1,326 @@
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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 "Flocking" in "The Nature of Code" by Daniel Shiffman: http://natureofcode.com/
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* Copyright (c) 2014 Daniel Shiffman
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* http://www.shiffman.net
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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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// Flocking
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// Daniel Shiffman <http://www.shiffman.net>
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// The Nature of Code, Spring 2009
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// Boid class
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// Methods for Separation, Cohesion, Alignment added
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class Boid {
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public:
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PVector location;
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PVector velocity;
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PVector acceleration;
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float maxforce; // Maximum steering force
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float maxspeed; // Maximum speed
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float desiredseparation = 4;
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float neighbordist = 8;
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byte colorIndex = 0;
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float mass;
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boolean enabled = true;
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Boid() {}
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Boid(float x, float y) {
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acceleration = PVector(0, 0);
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velocity = PVector(randomf(), randomf());
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location = PVector(x, y);
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maxspeed = 1.5;
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maxforce = 0.05;
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}
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static float randomf() {
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return mapfloat(random(0, 255), 0, 255, -.5, .5);
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}
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static float mapfloat(float x, float in_min, float in_max, float out_min, float out_max) {
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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void run(Boid boids [], uint8_t boidCount) {
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flock(boids, boidCount);
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update();
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// wrapAroundBorders();
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// render();
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}
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// Method to update location
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void update() {
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// Update velocity
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velocity += acceleration;
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// Limit speed
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velocity.limit(maxspeed);
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location += velocity;
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// Reset acceleration to 0 each cycle
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acceleration *= 0;
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}
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void applyForce(PVector force) {
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// We could add mass here if we want A = F / M
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acceleration += force;
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}
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void repelForce(PVector obstacle, float radius) {
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//Force that drives boid away from obstacle.
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PVector futPos = location + velocity; //Calculate future position for more effective behavior.
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PVector dist = obstacle - futPos;
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float d = dist.mag();
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if (d <= radius) {
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PVector repelVec = location - obstacle;
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repelVec.normalize();
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if (d != 0) { //Don't divide by zero.
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// float scale = 1.0 / d; //The closer to the obstacle, the stronger the force.
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repelVec.normalize();
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repelVec *= (maxforce * 7);
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if (repelVec.mag() < 0) { //Don't let the boids turn around to avoid the obstacle.
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repelVec.y = 0;
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}
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}
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applyForce(repelVec);
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}
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}
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// We accumulate a new acceleration each time based on three rules
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void flock(Boid boids [], uint8_t boidCount) {
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PVector sep = separate(boids, boidCount); // Separation
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PVector ali = align(boids, boidCount); // Alignment
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PVector coh = cohesion(boids, boidCount); // Cohesion
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// Arbitrarily weight these forces
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sep *= 1.5;
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ali *= 1.0;
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coh *= 1.0;
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// Add the force vectors to acceleration
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applyForce(sep);
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applyForce(ali);
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applyForce(coh);
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}
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// Separation
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// Method checks for nearby boids and steers away
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PVector separate(Boid boids [], uint8_t boidCount) {
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PVector steer = PVector(0, 0);
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int count = 0;
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// For every boid in the system, check if it's too close
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for (int i = 0; i < boidCount; i++) {
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Boid other = boids[i];
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if (!other.enabled)
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continue;
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float d = location.dist(other.location);
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// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
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if ((d > 0) && (d < desiredseparation)) {
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// Calculate vector pointing away from neighbor
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PVector diff = location - other.location;
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diff.normalize();
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diff /= d; // Weight by distance
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steer += diff;
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count++; // Keep track of how many
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}
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}
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// Average -- divide by how many
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if (count > 0) {
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steer /= (float) count;
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}
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// As long as the vector is greater than 0
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if (steer.mag() > 0) {
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// Implement Reynolds: Steering = Desired - Velocity
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steer.normalize();
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steer *= maxspeed;
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steer -= velocity;
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steer.limit(maxforce);
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}
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return steer;
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}
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// Alignment
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// For every nearby boid in the system, calculate the average velocity
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PVector align(Boid boids [], uint8_t boidCount) {
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PVector sum = PVector(0, 0);
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int count = 0;
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for (int i = 0; i < boidCount; i++) {
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Boid other = boids[i];
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if (!other.enabled)
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continue;
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float d = location.dist(other.location);
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if ((d > 0) && (d < neighbordist)) {
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sum += other.velocity;
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count++;
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}
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}
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if (count > 0) {
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sum /= (float) count;
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sum.normalize();
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sum *= maxspeed;
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PVector steer = sum - velocity;
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steer.limit(maxforce);
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return steer;
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}
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else {
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return PVector(0, 0);
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}
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}
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// Cohesion
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// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
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PVector cohesion(Boid boids [], uint8_t boidCount) {
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PVector sum = PVector(0, 0); // Start with empty vector to accumulate all locations
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int count = 0;
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for (int i = 0; i < boidCount; i++) {
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Boid other = boids[i];
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if (!other.enabled)
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continue;
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float d = location.dist(other.location);
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if ((d > 0) && (d < neighbordist)) {
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sum += other.location; // Add location
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count++;
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}
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}
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if (count > 0) {
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sum /= count;
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return seek(sum); // Steer towards the location
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}
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else {
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return PVector(0, 0);
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}
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}
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// A method that calculates and applies a steering force towards a target
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// STEER = DESIRED MINUS VELOCITY
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PVector seek(PVector target) {
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PVector desired = target - location; // A vector pointing from the location to the target
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// Normalize desired and scale to maximum speed
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desired.normalize();
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desired *= maxspeed;
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// Steering = Desired minus Velocity
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PVector steer = desired - velocity;
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steer.limit(maxforce); // Limit to maximum steering force
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return steer;
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}
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// A method that calculates a steering force towards a target
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// STEER = DESIRED MINUS VELOCITY
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void arrive(PVector target) {
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PVector desired = target - location; // A vector pointing from the location to the target
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float d = desired.mag();
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// Normalize desired and scale with arbitrary damping within 100 pixels
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desired.normalize();
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if (d < 4) {
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float m = map(d, 0, 100, 0, maxspeed);
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desired *= m;
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}
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else {
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desired *= maxspeed;
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}
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// Steering = Desired minus Velocity
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PVector steer = desired - velocity;
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steer.limit(maxforce); // Limit to maximum steering force
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applyForce(steer);
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//Serial.println(d);
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}
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void wrapAroundBorders() {
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if (location.x < 0) location.x = MATRIX_WIDTH - 1;
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if (location.y < 0) location.y = MATRIX_HEIGHT - 1;
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if (location.x >= MATRIX_WIDTH) location.x = 0;
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if (location.y >= MATRIX_HEIGHT) location.y = 0;
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}
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void avoidBorders() {
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PVector desired = velocity;
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if (location.x < 8) desired = PVector(maxspeed, velocity.y);
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if (location.x >= MATRIX_WIDTH - 8) desired = PVector(-maxspeed, velocity.y);
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if (location.y < 8) desired = PVector(velocity.x, maxspeed);
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if (location.y >= MATRIX_HEIGHT - 8) desired = PVector(velocity.x, -maxspeed);
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if (desired != velocity) {
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PVector steer = desired - velocity;
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steer.limit(maxforce);
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applyForce(steer);
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}
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if (location.x < 0) location.x = 0;
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if (location.y < 0) location.y = 0;
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if (location.x >= MATRIX_WIDTH) location.x = MATRIX_WIDTH - 1;
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if (location.y >= MATRIX_HEIGHT) location.y = MATRIX_HEIGHT - 1;
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}
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bool bounceOffBorders(float bounce) {
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bool bounced = false;
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if (location.x >= MATRIX_WIDTH) {
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location.x = MATRIX_WIDTH - 1;
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velocity.x *= -bounce;
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bounced = true;
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}
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else if (location.x < 0) {
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location.x = 0;
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velocity.x *= -bounce;
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bounced = true;
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}
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if (location.y >= MATRIX_HEIGHT) {
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location.y = MATRIX_HEIGHT - 1;
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velocity.y *= -bounce;
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bounced = true;
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}
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else if (location.y < 0) {
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location.y = 0;
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velocity.y *= -bounce;
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bounced = true;
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}
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return bounced;
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}
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void render() {
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//// Draw a triangle rotated in the direction of velocity
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//float theta = velocity.heading2D() + radians(90);
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//fill(175);
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//stroke(0);
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//pushMatrix();
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//translate(location.x,location.y);
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//rotate(theta);
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//beginShape(TRIANGLES);
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//vertex(0, -r*2);
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//vertex(-r, r*2);
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//vertex(r, r*2);
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//endShape();
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//popMatrix();
|
||||
//matrix.drawBackgroundPixelRGB888(location.x, location.y, CRGB::Blue);
|
||||
}
|
||||
};
|
||||
|
||||
static const uint8_t AVAILABLE_BOID_COUNT = 40;
|
||||
Boid boids[AVAILABLE_BOID_COUNT];
|
55
examples/AuroraDemo/Drawable.h
Normal file
55
examples/AuroraDemo/Drawable.h
Normal file
|
@ -0,0 +1,55 @@
|
|||
/*
|
||||
* 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 Drawable_H
|
||||
#define Drawable_H
|
||||
|
||||
class Drawable{
|
||||
public:
|
||||
char* name;
|
||||
|
||||
virtual bool isRunnable() {
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool isPlaylist() {
|
||||
return false;
|
||||
}
|
||||
|
||||
// a single frame should be drawn as fast as possible, without any delay or blocking
|
||||
// return how many millisecond delay is requested before the next call to drawFrame()
|
||||
virtual unsigned int drawFrame() {
|
||||
matrix.fillScreen(0);
|
||||
//backgroundLayer.fillScreen({ 0, 0, 0 });
|
||||
return 0;
|
||||
};
|
||||
|
||||
virtual void printTesting()
|
||||
{
|
||||
Serial.println("Testing...");
|
||||
}
|
||||
|
||||
virtual void start() {};
|
||||
virtual void stop() {};
|
||||
};
|
||||
|
||||
#endif
|
823
examples/AuroraDemo/Effects.h
Normal file
823
examples/AuroraDemo/Effects.h
Normal file
|
@ -0,0 +1,823 @@
|
|||
|
||||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from "Funky Clouds" by Stefan Petrick: https://gist.github.com/anonymous/876f908333cd95315c35
|
||||
* Portions of this code are adapted from "NoiseSmearing" by Stefan Petrick: https://gist.github.com/StefanPetrick/9ee2f677dbff64e3ba7a
|
||||
* 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 Effects_H
|
||||
#define Effects_H
|
||||
|
||||
/* ---------------------------- GLOBAL CONSTANTS ----------------------------- */
|
||||
|
||||
const int MATRIX_CENTER_X = MATRIX_WIDTH / 2;
|
||||
const int MATRIX_CENTER_Y = MATRIX_HEIGHT / 2;
|
||||
const byte MATRIX_CENTRE_X = MATRIX_CENTER_X - 1;
|
||||
const byte MATRIX_CENTRE_Y = MATRIX_CENTER_Y - 1;
|
||||
|
||||
const uint16_t NUM_LEDS = (MATRIX_WIDTH * MATRIX_HEIGHT) + 1; // one led spare to capture out of bounds
|
||||
|
||||
/* Convert x,y co-ordinate to flat array index.
|
||||
* x and y positions start from 0, so must not be >= 'real' panel width or height
|
||||
* (i.e. 64 pixels or 32 pixels.). Max value: MATRIX_WIDTH-1 etc.
|
||||
*/
|
||||
uint16_t XY( uint8_t x, uint8_t y)
|
||||
{
|
||||
if( x >= MATRIX_WIDTH || x < 0) return 0;
|
||||
if( y >= MATRIX_HEIGHT || y < 0) return 0;
|
||||
|
||||
return (y * MATRIX_WIDTH) + x + 1; // everything offset by one to capute out of bounds stuff - never displayed by ShowFrame()
|
||||
|
||||
}
|
||||
|
||||
|
||||
uint8_t beatcos8(accum88 beats_per_minute, uint8_t lowest = 0, uint8_t highest = 255, uint32_t timebase = 0, uint8_t phase_offset = 0)
|
||||
{
|
||||
uint8_t beat = beat8(beats_per_minute, timebase);
|
||||
uint8_t beatcos = cos8(beat + phase_offset);
|
||||
uint8_t rangewidth = highest - lowest;
|
||||
uint8_t scaledbeat = scale8(beatcos, rangewidth);
|
||||
uint8_t result = lowest + scaledbeat;
|
||||
return result;
|
||||
}
|
||||
|
||||
uint8_t mapsin8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
|
||||
uint8_t beatsin = sin8(theta);
|
||||
uint8_t rangewidth = highest - lowest;
|
||||
uint8_t scaledbeat = scale8(beatsin, rangewidth);
|
||||
uint8_t result = lowest + scaledbeat;
|
||||
return result;
|
||||
}
|
||||
|
||||
uint8_t mapcos8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
|
||||
uint8_t beatcos = cos8(theta);
|
||||
uint8_t rangewidth = highest - lowest;
|
||||
uint8_t scaledbeat = scale8(beatcos, rangewidth);
|
||||
uint8_t result = lowest + scaledbeat;
|
||||
return result;
|
||||
}
|
||||
|
||||
// Array of temperature readings at each simulation cell
|
||||
byte heat[NUM_LEDS];
|
||||
|
||||
uint32_t noise_x;
|
||||
uint32_t noise_y;
|
||||
uint32_t noise_z;
|
||||
uint32_t noise_scale_x;
|
||||
uint32_t noise_scale_y;
|
||||
|
||||
uint8_t noise[MATRIX_WIDTH][MATRIX_HEIGHT];
|
||||
uint8_t noisesmoothing;
|
||||
|
||||
class Effects {
|
||||
public:
|
||||
//CRGB *leds;
|
||||
CRGB leds[NUM_LEDS];
|
||||
//CRGB leds2[NUM_LEDS]; // Faptastic: getting rid of this and any dependant effects or algos. to save memory 24*64*32 bytes of ram (50k).
|
||||
|
||||
|
||||
/* The only 'framebuffer' we have is what is contained in the leds and leds2 variables.
|
||||
* We don't store what the color a particular pixel might be, other than when it's turned
|
||||
* into raw electrical signal output gobbly-gook (i.e. the DMA matrix buffer), but this * is not reversible.
|
||||
*
|
||||
* As such, any time these effects want to write a pixel color, we first have to update
|
||||
* the leds or leds2 array, and THEN write it to the RGB panel. This enables us to 'look up' the array to see what a pixel color was previously, each drawFrame().
|
||||
*/
|
||||
void drawBackgroundFastLEDPixelCRGB(int16_t x, int16_t y, CRGB color)
|
||||
{
|
||||
leds[XY(x, y)] = color;
|
||||
matrix.drawPixelRGB888(x, y, color.r, color.g, color.b);
|
||||
}
|
||||
|
||||
// write one pixel with the specified color from the current palette to coordinates
|
||||
void Pixel(int x, int y, uint8_t colorIndex) {
|
||||
CRGB temp = ColorFromCurrentPalette(colorIndex);
|
||||
leds[XY(x, y)] = temp;
|
||||
matrix.drawPixelRGB888(x, y, temp.r, temp.g, temp.b); // now draw it?
|
||||
}
|
||||
|
||||
void PrepareFrame() {
|
||||
// leds = (CRGB*) backgroundLayer.backBuffer();
|
||||
}
|
||||
|
||||
void ShowFrame() {
|
||||
//#if (FASTLED_VERSION >= 3001000)
|
||||
// nblendPaletteTowardPalette(currentPalette, targetPalette, 24);
|
||||
//#else
|
||||
currentPalette = targetPalette;
|
||||
//#endif
|
||||
|
||||
// backgroundLayer.swapBuffers();
|
||||
// leds = (CRGB*) backgroundLayer.backBuffer();
|
||||
// LEDS.countFPS();
|
||||
|
||||
|
||||
for (int y=0;y<MATRIX_HEIGHT; y++)
|
||||
for (int x=0;x<MATRIX_WIDTH; x++)
|
||||
{
|
||||
|
||||
CRGB tmp_led = leds[XY(x,y)];
|
||||
|
||||
//Serial.printf("\r\nFlushing x, y coord %d, %d", x, y);
|
||||
//display.drawPixelRGB888( x, 31-y, tmp_led.r, tmp_led.g, tmp_led.b);
|
||||
matrix.drawPixelRGB888( x, y, tmp_led.r, tmp_led.g, tmp_led.b);
|
||||
|
||||
} // end loop to copy fast led to the dma matrix
|
||||
|
||||
|
||||
}
|
||||
|
||||
// scale the brightness of the screenbuffer down
|
||||
void DimAll(byte value)
|
||||
{
|
||||
for (int i = 0; i < NUM_LEDS; i++)
|
||||
{
|
||||
leds[i].nscale8(value);
|
||||
}
|
||||
}
|
||||
|
||||
void ClearFrame()
|
||||
{
|
||||
memset(leds, 0x00, sizeof(leds)); // flush
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
void CircleStream(uint8_t value) {
|
||||
DimAll(value); ShowFrame();
|
||||
|
||||
for (uint8_t offset = 0; offset < MATRIX_CENTER_X; offset++) {
|
||||
boolean hasprev = false;
|
||||
uint16_t prevxy = 0;
|
||||
|
||||
for (uint8_t theta = 0; theta < 255; theta++) {
|
||||
uint8_t x = mapcos8(theta, offset, (MATRIX_WIDTH - 1) - offset);
|
||||
uint8_t y = mapsin8(theta, offset, (MATRIX_HEIGHT - 1) - offset);
|
||||
|
||||
uint16_t xy = XY(x, y);
|
||||
|
||||
if (hasprev) {
|
||||
leds[prevxy] += leds[xy];
|
||||
}
|
||||
|
||||
prevxy = xy;
|
||||
hasprev = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
|
||||
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
uint16_t xy = XY(x, y);
|
||||
leds[xy] = leds2[xy];
|
||||
leds[xy].nscale8(value);
|
||||
leds2[xy].nscale8(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// palettes
|
||||
static const int paletteCount = 10;
|
||||
int paletteIndex = -1;
|
||||
TBlendType currentBlendType = LINEARBLEND;
|
||||
CRGBPalette16 currentPalette;
|
||||
CRGBPalette16 targetPalette;
|
||||
char* currentPaletteName;
|
||||
|
||||
static const int HeatColorsPaletteIndex = 6;
|
||||
static const int RandomPaletteIndex = 9;
|
||||
|
||||
void Setup() {
|
||||
currentPalette = RainbowColors_p;
|
||||
loadPalette(0);
|
||||
NoiseVariablesSetup();
|
||||
}
|
||||
|
||||
void CyclePalette(int offset = 1) {
|
||||
loadPalette(paletteIndex + offset);
|
||||
}
|
||||
|
||||
void RandomPalette() {
|
||||
loadPalette(RandomPaletteIndex);
|
||||
}
|
||||
|
||||
void loadPalette(int index) {
|
||||
paletteIndex = index;
|
||||
|
||||
if (paletteIndex >= paletteCount)
|
||||
paletteIndex = 0;
|
||||
else if (paletteIndex < 0)
|
||||
paletteIndex = paletteCount - 1;
|
||||
|
||||
switch (paletteIndex) {
|
||||
case 0:
|
||||
targetPalette = RainbowColors_p;
|
||||
currentPaletteName = (char *)"Rainbow";
|
||||
break;
|
||||
//case 1:
|
||||
// targetPalette = RainbowStripeColors_p;
|
||||
// currentPaletteName = (char *)"RainbowStripe";
|
||||
// break;
|
||||
case 1:
|
||||
targetPalette = OceanColors_p;
|
||||
currentPaletteName = (char *)"Ocean";
|
||||
break;
|
||||
case 2:
|
||||
targetPalette = CloudColors_p;
|
||||
currentPaletteName = (char *)"Cloud";
|
||||
break;
|
||||
case 3:
|
||||
targetPalette = ForestColors_p;
|
||||
currentPaletteName = (char *)"Forest";
|
||||
break;
|
||||
case 4:
|
||||
targetPalette = PartyColors_p;
|
||||
currentPaletteName = (char *)"Party";
|
||||
break;
|
||||
case 5:
|
||||
setupGrayscalePalette();
|
||||
currentPaletteName = (char *)"Grey";
|
||||
break;
|
||||
case HeatColorsPaletteIndex:
|
||||
targetPalette = HeatColors_p;
|
||||
currentPaletteName = (char *)"Heat";
|
||||
break;
|
||||
case 7:
|
||||
targetPalette = LavaColors_p;
|
||||
currentPaletteName = (char *)"Lava";
|
||||
break;
|
||||
case 8:
|
||||
setupIcePalette();
|
||||
currentPaletteName = (char *)"Ice";
|
||||
break;
|
||||
case RandomPaletteIndex:
|
||||
loadPalette(random(0, paletteCount - 1));
|
||||
paletteIndex = RandomPaletteIndex;
|
||||
currentPaletteName = (char *)"Random";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void setPalette(String paletteName) {
|
||||
if (paletteName == "Rainbow")
|
||||
loadPalette(0);
|
||||
//else if (paletteName == "RainbowStripe")
|
||||
// loadPalette(1);
|
||||
else if (paletteName == "Ocean")
|
||||
loadPalette(1);
|
||||
else if (paletteName == "Cloud")
|
||||
loadPalette(2);
|
||||
else if (paletteName == "Forest")
|
||||
loadPalette(3);
|
||||
else if (paletteName == "Party")
|
||||
loadPalette(4);
|
||||
else if (paletteName == "Grayscale")
|
||||
loadPalette(5);
|
||||
else if (paletteName == "Heat")
|
||||
loadPalette(6);
|
||||
else if (paletteName == "Lava")
|
||||
loadPalette(7);
|
||||
else if (paletteName == "Ice")
|
||||
loadPalette(8);
|
||||
else if (paletteName == "Random")
|
||||
RandomPalette();
|
||||
}
|
||||
|
||||
void listPalettes() {
|
||||
Serial.println(F("{"));
|
||||
Serial.print(F(" \"count\": "));
|
||||
Serial.print(paletteCount);
|
||||
Serial.println(",");
|
||||
Serial.println(F(" \"results\": ["));
|
||||
|
||||
String paletteNames [] = {
|
||||
"Rainbow",
|
||||
// "RainbowStripe",
|
||||
"Ocean",
|
||||
"Cloud",
|
||||
"Forest",
|
||||
"Party",
|
||||
"Grayscale",
|
||||
"Heat",
|
||||
"Lava",
|
||||
"Ice",
|
||||
"Random"
|
||||
};
|
||||
|
||||
for (int i = 0; i < paletteCount; i++) {
|
||||
Serial.print(F(" \""));
|
||||
Serial.print(paletteNames[i]);
|
||||
if (i == paletteCount - 1)
|
||||
Serial.println(F("\""));
|
||||
else
|
||||
Serial.println(F("\","));
|
||||
}
|
||||
|
||||
Serial.println(" ]");
|
||||
Serial.println("}");
|
||||
}
|
||||
|
||||
void setupGrayscalePalette() {
|
||||
targetPalette = CRGBPalette16(CRGB::Black, CRGB::White);
|
||||
}
|
||||
|
||||
void setupIcePalette() {
|
||||
targetPalette = CRGBPalette16(CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White);
|
||||
}
|
||||
|
||||
// Oscillators and Emitters
|
||||
|
||||
// the oscillators: linear ramps 0-255
|
||||
byte osci[6];
|
||||
|
||||
// sin8(osci) swinging between 0 to MATRIX_WIDTH - 1
|
||||
byte p[6];
|
||||
|
||||
// set the speeds (and by that ratios) of the oscillators here
|
||||
void MoveOscillators() {
|
||||
osci[0] = osci[0] + 5;
|
||||
osci[1] = osci[1] + 2;
|
||||
osci[2] = osci[2] + 3;
|
||||
osci[3] = osci[3] + 4;
|
||||
osci[4] = osci[4] + 1;
|
||||
if (osci[4] % 2 == 0)
|
||||
osci[5] = osci[5] + 1; // .5
|
||||
for (int i = 0; i < 4; i++) {
|
||||
p[i] = map8(sin8(osci[i]), 0, MATRIX_WIDTH - 1); //why? to keep the result in the range of 0-MATRIX_WIDTH (matrix size)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// All the caleidoscope functions work directly within the screenbuffer (leds array).
|
||||
// Draw whatever you like in the area x(0-15) and y (0-15) and then copy it arround.
|
||||
|
||||
// rotates the first 16x16 quadrant 3 times onto a 32x32 (+90 degrees rotation for each one)
|
||||
void Caleidoscope1() {
|
||||
for (int x = 0; x < MATRIX_CENTER_X; x++) {
|
||||
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
|
||||
leds[XY(MATRIX_WIDTH - 1 - x, y)] = leds[XY(x, y)];
|
||||
leds[XY(MATRIX_WIDTH - 1 - x, MATRIX_HEIGHT - 1 - y)] = leds[XY(x, y)];
|
||||
leds[XY(x, MATRIX_HEIGHT - 1 - y)] = leds[XY(x, y)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// mirror the first 16x16 quadrant 3 times onto a 32x32
|
||||
void Caleidoscope2() {
|
||||
for (int x = 0; x < MATRIX_CENTER_X; x++) {
|
||||
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
|
||||
leds[XY(MATRIX_WIDTH - 1 - x, y)] = leds[XY(y, x)];
|
||||
leds[XY(x, MATRIX_HEIGHT - 1 - y)] = leds[XY(y, x)];
|
||||
leds[XY(MATRIX_WIDTH - 1 - x, MATRIX_HEIGHT - 1 - y)] = leds[XY(x, y)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// copy one diagonal triangle into the other one within a 16x16
|
||||
void Caleidoscope3() {
|
||||
for (int x = 0; x <= MATRIX_CENTRE_X; x++) {
|
||||
for (int y = 0; y <= x; y++) {
|
||||
leds[XY(x, y)] = leds[XY(y, x)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// copy one diagonal triangle into the other one within a 16x16 (90 degrees rotated compared to Caleidoscope3)
|
||||
void Caleidoscope4() {
|
||||
for (int x = 0; x <= MATRIX_CENTRE_X; x++) {
|
||||
for (int y = 0; y <= MATRIX_CENTRE_Y - x; y++) {
|
||||
leds[XY(MATRIX_CENTRE_Y - y, MATRIX_CENTRE_X - x)] = leds[XY(x, y)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// copy one diagonal triangle into the other one within a 8x8
|
||||
void Caleidoscope5() {
|
||||
for (int x = 0; x < MATRIX_WIDTH / 4; x++) {
|
||||
for (int y = 0; y <= x; y++) {
|
||||
leds[XY(x, y)] = leds[XY(y, x)];
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = MATRIX_WIDTH / 4; x < MATRIX_WIDTH / 2; x++) {
|
||||
for (int y = MATRIX_HEIGHT / 4; y >= 0; y--) {
|
||||
leds[XY(x, y)] = leds[XY(y, x)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Caleidoscope6() {
|
||||
for (int x = 1; x < MATRIX_CENTER_X; x++) {
|
||||
leds[XY(7 - x, 7)] = leds[XY(x, 0)];
|
||||
} //a
|
||||
for (int x = 2; x < MATRIX_CENTER_X; x++) {
|
||||
leds[XY(7 - x, 6)] = leds[XY(x, 1)];
|
||||
} //b
|
||||
for (int x = 3; x < MATRIX_CENTER_X; x++) {
|
||||
leds[XY(7 - x, 5)] = leds[XY(x, 2)];
|
||||
} //c
|
||||
for (int x = 4; x < MATRIX_CENTER_X; x++) {
|
||||
leds[XY(7 - x, 4)] = leds[XY(x, 3)];
|
||||
} //d
|
||||
for (int x = 5; x < MATRIX_CENTER_X; x++) {
|
||||
leds[XY(7 - x, 3)] = leds[XY(x, 4)];
|
||||
} //e
|
||||
for (int x = 6; x < MATRIX_CENTER_X; x++) {
|
||||
leds[XY(7 - x, 2)] = leds[XY(x, 5)];
|
||||
} //f
|
||||
for (int x = 7; x < MATRIX_CENTER_X; x++) {
|
||||
leds[XY(7 - x, 1)] = leds[XY(x, 6)];
|
||||
} //g
|
||||
}
|
||||
|
||||
// create a square twister to the left or counter-clockwise
|
||||
// x and y for center, r for radius
|
||||
void SpiralStream(int x, int y, int r, byte dimm) {
|
||||
for (int d = r; d >= 0; d--) { // from the outside to the inside
|
||||
for (int i = x - d; i <= x + d; i++) {
|
||||
leds[XY(i, y - d)] += leds[XY(i + 1, y - d)]; // lowest row to the right
|
||||
leds[XY(i, y - d)].nscale8(dimm);
|
||||
}
|
||||
for (int i = y - d; i <= y + d; i++) {
|
||||
leds[XY(x + d, i)] += leds[XY(x + d, i + 1)]; // right colum up
|
||||
leds[XY(x + d, i)].nscale8(dimm);
|
||||
}
|
||||
for (int i = x + d; i >= x - d; i--) {
|
||||
leds[XY(i, y + d)] += leds[XY(i - 1, y + d)]; // upper row to the left
|
||||
leds[XY(i, y + d)].nscale8(dimm);
|
||||
}
|
||||
for (int i = y + d; i >= y - d; i--) {
|
||||
leds[XY(x - d, i)] += leds[XY(x - d, i - 1)]; // left colum down
|
||||
leds[XY(x - d, i)].nscale8(dimm);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// expand everything within a circle
|
||||
void Expand(int centerX, int centerY, int radius, byte dimm) {
|
||||
if (radius == 0)
|
||||
return;
|
||||
|
||||
int currentRadius = radius;
|
||||
|
||||
while (currentRadius > 0) {
|
||||
int a = radius, b = 0;
|
||||
int radiusError = 1 - a;
|
||||
|
||||
int nextRadius = currentRadius - 1;
|
||||
int nextA = nextRadius - 1, nextB = 0;
|
||||
int nextRadiusError = 1 - nextA;
|
||||
|
||||
while (a >= b)
|
||||
{
|
||||
// move them out one pixel on the radius
|
||||
leds[XY(a + centerX, b + centerY)] = leds[XY(nextA + centerX, nextB + centerY)];
|
||||
leds[XY(b + centerX, a + centerY)] = leds[XY(nextB + centerX, nextA + centerY)];
|
||||
leds[XY(-a + centerX, b + centerY)] = leds[XY(-nextA + centerX, nextB + centerY)];
|
||||
leds[XY(-b + centerX, a + centerY)] = leds[XY(-nextB + centerX, nextA + centerY)];
|
||||
leds[XY(-a + centerX, -b + centerY)] = leds[XY(-nextA + centerX, -nextB + centerY)];
|
||||
leds[XY(-b + centerX, -a + centerY)] = leds[XY(-nextB + centerX, -nextA + centerY)];
|
||||
leds[XY(a + centerX, -b + centerY)] = leds[XY(nextA + centerX, -nextB + centerY)];
|
||||
leds[XY(b + centerX, -a + centerY)] = leds[XY(nextB + centerX, -nextA + centerY)];
|
||||
|
||||
// dim them
|
||||
leds[XY(a + centerX, b + centerY)].nscale8(dimm);
|
||||
leds[XY(b + centerX, a + centerY)].nscale8(dimm);
|
||||
leds[XY(-a + centerX, b + centerY)].nscale8(dimm);
|
||||
leds[XY(-b + centerX, a + centerY)].nscale8(dimm);
|
||||
leds[XY(-a + centerX, -b + centerY)].nscale8(dimm);
|
||||
leds[XY(-b + centerX, -a + centerY)].nscale8(dimm);
|
||||
leds[XY(a + centerX, -b + centerY)].nscale8(dimm);
|
||||
leds[XY(b + centerX, -a + centerY)].nscale8(dimm);
|
||||
|
||||
b++;
|
||||
if (radiusError < 0)
|
||||
radiusError += 2 * b + 1;
|
||||
else
|
||||
{
|
||||
a--;
|
||||
radiusError += 2 * (b - a + 1);
|
||||
}
|
||||
|
||||
nextB++;
|
||||
if (nextRadiusError < 0)
|
||||
nextRadiusError += 2 * nextB + 1;
|
||||
else
|
||||
{
|
||||
nextA--;
|
||||
nextRadiusError += 2 * (nextB - nextA + 1);
|
||||
}
|
||||
}
|
||||
|
||||
currentRadius--;
|
||||
}
|
||||
}
|
||||
|
||||
// give it a linear tail to the right
|
||||
void StreamRight(byte scale, int fromX = 0, int toX = MATRIX_WIDTH, int fromY = 0, int toY = MATRIX_HEIGHT)
|
||||
{
|
||||
for (int x = fromX + 1; x < toX; x++) {
|
||||
for (int y = fromY; y < toY; y++) {
|
||||
leds[XY(x, y)] += leds[XY(x - 1, y)];
|
||||
leds[XY(x, y)].nscale8(scale);
|
||||
}
|
||||
}
|
||||
for (int y = fromY; y < toY; y++)
|
||||
leds[XY(0, y)].nscale8(scale);
|
||||
}
|
||||
|
||||
// give it a linear tail to the left
|
||||
void StreamLeft(byte scale, int fromX = MATRIX_WIDTH, int toX = 0, int fromY = 0, int toY = MATRIX_HEIGHT)
|
||||
{
|
||||
for (int x = toX; x < fromX; x++) {
|
||||
for (int y = fromY; y < toY; y++) {
|
||||
leds[XY(x, y)] += leds[XY(x + 1, y)];
|
||||
leds[XY(x, y)].nscale8(scale);
|
||||
}
|
||||
}
|
||||
for (int y = fromY; y < toY; y++)
|
||||
leds[XY(0, y)].nscale8(scale);
|
||||
}
|
||||
|
||||
// give it a linear tail downwards
|
||||
void StreamDown(byte scale)
|
||||
{
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
for (int y = 1; y < MATRIX_HEIGHT; y++) {
|
||||
leds[XY(x, y)] += leds[XY(x, y - 1)];
|
||||
leds[XY(x, y)].nscale8(scale);
|
||||
}
|
||||
}
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++)
|
||||
leds[XY(x, 0)].nscale8(scale);
|
||||
}
|
||||
|
||||
// give it a linear tail upwards
|
||||
void StreamUp(byte scale)
|
||||
{
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
|
||||
leds[XY(x, y)] += leds[XY(x, y + 1)];
|
||||
leds[XY(x, y)].nscale8(scale);
|
||||
}
|
||||
}
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++)
|
||||
leds[XY(x, MATRIX_HEIGHT - 1)].nscale8(scale);
|
||||
}
|
||||
|
||||
// give it a linear tail up and to the left
|
||||
void StreamUpAndLeft(byte scale)
|
||||
{
|
||||
for (int x = 0; x < MATRIX_WIDTH - 1; x++) {
|
||||
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
|
||||
leds[XY(x, y)] += leds[XY(x + 1, y + 1)];
|
||||
leds[XY(x, y)].nscale8(scale);
|
||||
}
|
||||
}
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++)
|
||||
leds[XY(x, MATRIX_HEIGHT - 1)].nscale8(scale);
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++)
|
||||
leds[XY(MATRIX_WIDTH - 1, y)].nscale8(scale);
|
||||
}
|
||||
|
||||
// give it a linear tail up and to the right
|
||||
void StreamUpAndRight(byte scale)
|
||||
{
|
||||
for (int x = 0; x < MATRIX_WIDTH - 1; x++) {
|
||||
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
|
||||
leds[XY(x + 1, y)] += leds[XY(x, y + 1)];
|
||||
leds[XY(x, y)].nscale8(scale);
|
||||
}
|
||||
}
|
||||
// fade the bottom row
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++)
|
||||
leds[XY(x, MATRIX_HEIGHT - 1)].nscale8(scale);
|
||||
|
||||
// fade the right column
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++)
|
||||
leds[XY(MATRIX_WIDTH - 1, y)].nscale8(scale);
|
||||
}
|
||||
|
||||
// just move everything one line down
|
||||
void MoveDown() {
|
||||
for (int y = MATRIX_HEIGHT - 1; y > 0; y--) {
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
leds[XY(x, y)] = leds[XY(x, y - 1)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// just move everything one line down
|
||||
void VerticalMoveFrom(int start, int end) {
|
||||
for (int y = end; y > start; y--) {
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
leds[XY(x, y)] = leds[XY(x, y - 1)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// copy the rectangle defined with 2 points x0, y0, x1, y1
|
||||
// to the rectangle beginning at x2, x3
|
||||
void Copy(byte x0, byte y0, byte x1, byte y1, byte x2, byte y2) {
|
||||
for (int y = y0; y < y1 + 1; y++) {
|
||||
for (int x = x0; x < x1 + 1; x++) {
|
||||
leds[XY(x + x2 - x0, y + y2 - y0)] = leds[XY(x, y)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// rotate + copy triangle (MATRIX_CENTER_X*MATRIX_CENTER_X)
|
||||
void RotateTriangle() {
|
||||
for (int x = 1; x < MATRIX_CENTER_X; x++) {
|
||||
for (int y = 0; y < x; y++) {
|
||||
leds[XY(x, 7 - y)] = leds[XY(7 - x, y)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// mirror + copy triangle (MATRIX_CENTER_X*MATRIX_CENTER_X)
|
||||
void MirrorTriangle() {
|
||||
for (int x = 1; x < MATRIX_CENTER_X; x++) {
|
||||
for (int y = 0; y < x; y++) {
|
||||
leds[XY(7 - y, x)] = leds[XY(7 - x, y)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// draw static rainbow triangle pattern (MATRIX_CENTER_XxWIDTH / 2)
|
||||
// (just for debugging)
|
||||
void RainbowTriangle() {
|
||||
for (int i = 0; i < MATRIX_CENTER_X; i++) {
|
||||
for (int j = 0; j <= i; j++) {
|
||||
Pixel(7 - i, j, i * j * 4);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BresenhamLine(int x0, int y0, int x1, int y1, byte colorIndex)
|
||||
{
|
||||
BresenhamLine(x0, y0, x1, y1, ColorFromCurrentPalette(colorIndex));
|
||||
}
|
||||
|
||||
void BresenhamLine(int x0, int y0, int x1, int y1, CRGB color)
|
||||
{
|
||||
int dx = abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
|
||||
int dy = -abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
|
||||
int err = dx + dy, e2;
|
||||
for (;;) {
|
||||
leds[XY(x0, y0)] += color;
|
||||
if (x0 == x1 && y0 == y1) break;
|
||||
e2 = 2 * err;
|
||||
if (e2 > dy) {
|
||||
err += dy;
|
||||
x0 += sx;
|
||||
}
|
||||
if (e2 < dx) {
|
||||
err += dx;
|
||||
y0 += sy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// write one pixel with the specified color from the current palette to coordinates
|
||||
/*
|
||||
void Pixel(int x, int y, uint8_t colorIndex) {
|
||||
leds[XY(x, y)] = ColorFromCurrentPalette(colorIndex);
|
||||
matrix.drawBackgroundPixelRGB888(x,y, leds[XY(x, y)]); // now draw it?
|
||||
}
|
||||
*/
|
||||
|
||||
CRGB ColorFromCurrentPalette(uint8_t index = 0, uint8_t brightness = 255, TBlendType blendType = LINEARBLEND) {
|
||||
return ColorFromPalette(currentPalette, index, brightness, currentBlendType);
|
||||
}
|
||||
|
||||
CRGB HsvToRgb(uint8_t h, uint8_t s, uint8_t v) {
|
||||
CHSV hsv = CHSV(h, s, v);
|
||||
CRGB rgb;
|
||||
hsv2rgb_spectrum(hsv, rgb);
|
||||
return rgb;
|
||||
}
|
||||
|
||||
void NoiseVariablesSetup() {
|
||||
noisesmoothing = 200;
|
||||
|
||||
noise_x = random16();
|
||||
noise_y = random16();
|
||||
noise_z = random16();
|
||||
noise_scale_x = 6000;
|
||||
noise_scale_y = 6000;
|
||||
}
|
||||
|
||||
void FillNoise() {
|
||||
for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {
|
||||
uint32_t ioffset = noise_scale_x * (i - MATRIX_CENTRE_Y);
|
||||
|
||||
for (uint8_t j = 0; j < MATRIX_HEIGHT; j++) {
|
||||
uint32_t joffset = noise_scale_y * (j - MATRIX_CENTRE_Y);
|
||||
|
||||
byte data = inoise16(noise_x + ioffset, noise_y + joffset, noise_z) >> 8;
|
||||
|
||||
uint8_t olddata = noise[i][j];
|
||||
uint8_t newdata = scale8(olddata, noisesmoothing) + scale8(data, 256 - noisesmoothing);
|
||||
data = newdata;
|
||||
|
||||
noise[i][j] = data;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// non leds2 memory version.
|
||||
void MoveX(byte delta)
|
||||
{
|
||||
|
||||
CRGB tmp = 0;
|
||||
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++)
|
||||
{
|
||||
|
||||
// Shift Left: https://codedost.com/c/arraypointers-in-c/c-program-shift-elements-array-left-direction/
|
||||
// Computationally heavier but doesn't need an entire leds2 array
|
||||
|
||||
tmp = leds[XY(0, y)];
|
||||
for (int m = 0; m < delta; m++)
|
||||
{
|
||||
// Do this delta time for each row... computationally expensive potentially.
|
||||
for(int x = 0; x < MATRIX_WIDTH; x++)
|
||||
{
|
||||
leds[XY(x, y)] = leds [XY(x+1, y)];
|
||||
}
|
||||
|
||||
leds[XY(MATRIX_WIDTH-1, y)] = tmp;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
// Shift
|
||||
for (int x = 0; x < MATRIX_WIDTH - delta; x++) {
|
||||
leds2[XY(x, y)] = leds[XY(x + delta, y)];
|
||||
}
|
||||
|
||||
// Wrap around
|
||||
for (int x = MATRIX_WIDTH - delta; x < MATRIX_WIDTH; x++) {
|
||||
leds2[XY(x, y)] = leds[XY(x + delta - MATRIX_WIDTH, y)];
|
||||
}
|
||||
*/
|
||||
} // end row loop
|
||||
|
||||
/*
|
||||
// write back to leds
|
||||
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
|
||||
leds[XY(x, y)] = leds2[XY(x, y)];
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void MoveY(byte delta)
|
||||
{
|
||||
|
||||
CRGB tmp = 0;
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++)
|
||||
{
|
||||
tmp = leds[XY(x, 0)];
|
||||
for (int m = 0; m < delta; m++) // moves
|
||||
{
|
||||
// Do this delta time for each row... computationally expensive potentially.
|
||||
for(int y = 0; y < MATRIX_HEIGHT; y++)
|
||||
{
|
||||
leds[XY(x, y)] = leds [XY(x, y+1)];
|
||||
}
|
||||
|
||||
leds[XY(x, MATRIX_HEIGHT-1)] = tmp;
|
||||
}
|
||||
} // end column loop
|
||||
} /// MoveY
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
150
examples/AuroraDemo/Geometry.h
Normal file
150
examples/AuroraDemo/Geometry.h
Normal file
|
@ -0,0 +1,150 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from Noel Bundy's work: https://github.com/TwystNeko/Object3d
|
||||
* Copyright (c) 2014 Noel Bundy
|
||||
*
|
||||
* Portions of this code are adapted from the Petty library: https://code.google.com/p/peggy/
|
||||
* Copyright (c) 2008 Windell H Oskay. All right reserved.
|
||||
*
|
||||
* 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 Geometry_H
|
||||
#define Geometry_H
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
float x, y, z;
|
||||
Vertex()
|
||||
{
|
||||
this->set(0, 0, 0);
|
||||
}
|
||||
|
||||
Vertex(float x, float y, float z)
|
||||
{
|
||||
this->set(x, y, z);
|
||||
}
|
||||
|
||||
void set(float x, float y, float z)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->z = z;
|
||||
}
|
||||
};
|
||||
|
||||
struct EdgePoint
|
||||
{
|
||||
int x, y;
|
||||
boolean visible;
|
||||
|
||||
EdgePoint()
|
||||
{
|
||||
this->set(0, 0);
|
||||
this->visible = false;
|
||||
}
|
||||
|
||||
void set(int a, int b)
|
||||
{
|
||||
this->x = a;
|
||||
this->y = b;
|
||||
}
|
||||
};
|
||||
|
||||
struct Point
|
||||
{
|
||||
float x, y;
|
||||
|
||||
Point()
|
||||
{
|
||||
set(0, 0);
|
||||
}
|
||||
|
||||
Point(float x, float y)
|
||||
{
|
||||
set(x, y);
|
||||
}
|
||||
|
||||
void set(float x, float y)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
struct squareFace
|
||||
{
|
||||
int length;
|
||||
int sommets[4];
|
||||
int ed[4];
|
||||
|
||||
squareFace()
|
||||
{
|
||||
set(-1, -1, -1, -1);
|
||||
}
|
||||
|
||||
squareFace(int a, int b, int c, int d)
|
||||
{
|
||||
this->length = 4;
|
||||
this->sommets[0] = a;
|
||||
this->sommets[1] = b;
|
||||
this->sommets[2] = c;
|
||||
this->sommets[3] = d;
|
||||
}
|
||||
|
||||
void set(int a, int b, int c, int d)
|
||||
{
|
||||
this->length = 4;
|
||||
this->sommets[0] = a;
|
||||
this->sommets[1] = b;
|
||||
this->sommets[2] = c;
|
||||
this->sommets[3] = d;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
struct triFace
|
||||
{
|
||||
int length;
|
||||
int sommets[3];
|
||||
int ed[3];
|
||||
|
||||
triFace()
|
||||
{
|
||||
set(-1,-1,-1);
|
||||
}
|
||||
triFace(int a, int b, int c)
|
||||
{
|
||||
this->length =3;
|
||||
this->sommets[0]=a;
|
||||
this->sommets[1]=b;
|
||||
this->sommets[2]=c;
|
||||
}
|
||||
void set(int a, int b, int c)
|
||||
{
|
||||
this->length =3;
|
||||
this->sommets[0]=a;
|
||||
this->sommets[1]=b;
|
||||
this->sommets[2]=c;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
73
examples/AuroraDemo/PatternAttract.h
Normal file
73
examples/AuroraDemo/PatternAttract.h
Normal file
|
@ -0,0 +1,73 @@
|
|||
/*
|
||||
* 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); effects.ShowFrame();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
return 15;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
73
examples/AuroraDemo/PatternBounce.h
Normal file
73
examples/AuroraDemo/PatternBounce.h
Normal file
|
@ -0,0 +1,73 @@
|
|||
/*
|
||||
* 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 PatternBounce_H
|
||||
|
||||
class PatternBounce : public Drawable {
|
||||
private:
|
||||
static const int count = 32;
|
||||
PVector gravity = PVector(0, 0.0125);
|
||||
|
||||
public:
|
||||
PatternBounce() {
|
||||
name = (char *)"Bounce";
|
||||
}
|
||||
|
||||
void start() {
|
||||
unsigned int colorWidth = 256 / count;
|
||||
for (int i = 0; i < count; i++) {
|
||||
Boid boid = Boid(i, 0);
|
||||
boid.velocity.x = 0;
|
||||
boid.velocity.y = i * -0.01;
|
||||
boid.colorIndex = colorWidth * i;
|
||||
boid.maxforce = 10;
|
||||
boid.maxspeed = 10;
|
||||
boids[i] = boid;
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
// dim all pixels on the display
|
||||
effects.DimAll(170); effects.ShowFrame();
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
Boid boid = boids[i];
|
||||
|
||||
boid.applyForce(gravity);
|
||||
|
||||
boid.update();
|
||||
|
||||
effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
|
||||
|
||||
if (boid.location.y >= MATRIX_HEIGHT - 1) {
|
||||
boid.location.y = MATRIX_HEIGHT - 1;
|
||||
boid.velocity.y *= -1.0;
|
||||
}
|
||||
|
||||
boids[i] = boid;
|
||||
}
|
||||
|
||||
return 15;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
219
examples/AuroraDemo/PatternCube.h
Normal file
219
examples/AuroraDemo/PatternCube.h
Normal file
|
@ -0,0 +1,219 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from Noel Bundy's work: https://github.com/TwystNeko/Object3d
|
||||
* Copyright (c) 2014 Noel Bundy
|
||||
*
|
||||
* Portions of this code are adapted from the Petty library: https://code.google.com/p/peggy/
|
||||
* Copyright (c) 2008 Windell H Oskay. All right reserved.
|
||||
*
|
||||
* 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 PatternCube_H
|
||||
#define PatternCube_H
|
||||
|
||||
class PatternCube : public Drawable {
|
||||
private:
|
||||
float focal = 30; // Focal of the camera
|
||||
int cubeWidth = 28; // Cube size
|
||||
float Angx = 20.0, AngxSpeed = 0.05; // rotation (angle+speed) around X-axis
|
||||
float Angy = 10.0, AngySpeed = 0.05; // rotation (angle+speed) around Y-axis
|
||||
float Ox = 15.5, Oy = 15.5; // position (x,y) of the frame center
|
||||
int zCamera = 110; // distance from cube to the eye of the camera
|
||||
|
||||
// Local vertices
|
||||
Vertex local[8];
|
||||
// Camera aligned vertices
|
||||
Vertex aligned[8];
|
||||
// On-screen projected vertices
|
||||
Point screen[8];
|
||||
// Faces
|
||||
squareFace face[6];
|
||||
// Edges
|
||||
EdgePoint edge[12];
|
||||
int nbEdges;
|
||||
// ModelView matrix
|
||||
float m00, m01, m02, m10, m11, m12, m20, m21, m22;
|
||||
|
||||
// constructs the cube
|
||||
void make(int w)
|
||||
{
|
||||
nbEdges = 0;
|
||||
|
||||
local[0].set(-w, w, w);
|
||||
local[1].set(w, w, w);
|
||||
local[2].set(w, -w, w);
|
||||
local[3].set(-w, -w, w);
|
||||
local[4].set(-w, w, -w);
|
||||
local[5].set(w, w, -w);
|
||||
local[6].set(w, -w, -w);
|
||||
local[7].set(-w, -w, -w);
|
||||
|
||||
face[0].set(1, 0, 3, 2);
|
||||
face[1].set(0, 4, 7, 3);
|
||||
face[2].set(4, 0, 1, 5);
|
||||
face[3].set(4, 5, 6, 7);
|
||||
face[4].set(1, 2, 6, 5);
|
||||
face[5].set(2, 3, 7, 6);
|
||||
|
||||
int f, i;
|
||||
for (f = 0; f < 6; f++)
|
||||
{
|
||||
for (i = 0; i < face[f].length; i++)
|
||||
{
|
||||
face[f].ed[i] = this->findEdge(face[f].sommets[i], face[f].sommets[i ? i - 1 : face[f].length - 1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// finds edges from faces
|
||||
int findEdge(int a, int b)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < nbEdges; i++)
|
||||
if ((edge[i].x == a && edge[i].y == b) || (edge[i].x == b && edge[i].y == a))
|
||||
return i;
|
||||
edge[nbEdges++].set(a, b);
|
||||
return i;
|
||||
}
|
||||
|
||||
// rotates according to angle x&y
|
||||
void rotate(float angx, float angy)
|
||||
{
|
||||
int i;
|
||||
float cx = cos(angx);
|
||||
float sx = sin(angx);
|
||||
float cy = cos(angy);
|
||||
float sy = sin(angy);
|
||||
|
||||
m00 = cy;
|
||||
m01 = 0;
|
||||
m02 = -sy;
|
||||
m10 = sx * sy;
|
||||
m11 = cx;
|
||||
m12 = sx * cy;
|
||||
m20 = cx * sy;
|
||||
m21 = -sx;
|
||||
m22 = cx * cy;
|
||||
|
||||
for (i = 0; i < 8; i++)
|
||||
{
|
||||
aligned[i].x = m00 * local[i].x + m01 * local[i].y + m02 * local[i].z;
|
||||
aligned[i].y = m10 * local[i].x + m11 * local[i].y + m12 * local[i].z;
|
||||
aligned[i].z = m20 * local[i].x + m21 * local[i].y + m22 * local[i].z + zCamera;
|
||||
|
||||
screen[i].x = floor((Ox + focal * aligned[i].x / aligned[i].z));
|
||||
screen[i].y = floor((Oy - focal * aligned[i].y / aligned[i].z));
|
||||
}
|
||||
|
||||
for (i = 0; i < 12; i++)
|
||||
edge[i].visible = false;
|
||||
|
||||
Point *pa, *pb, *pc;
|
||||
for (i = 0; i < 6; i++)
|
||||
{
|
||||
pa = screen + face[i].sommets[0];
|
||||
pb = screen + face[i].sommets[1];
|
||||
pc = screen + face[i].sommets[2];
|
||||
|
||||
boolean back = ((pb->x - pa->x) * (pc->y - pa->y) - (pb->y - pa->y) * (pc->x - pa->x)) < 0;
|
||||
if (!back)
|
||||
{
|
||||
int j;
|
||||
for (j = 0; j < 4; j++)
|
||||
{
|
||||
edge[face[i].ed[j]].visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
byte hue = 0;
|
||||
int step = 0;
|
||||
|
||||
public:
|
||||
PatternCube() {
|
||||
name = (char *)"Cube";
|
||||
make(cubeWidth);
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
uint8_t blurAmount = beatsin8(2, 10, 255);
|
||||
|
||||
#if FASTLED_VERSION >= 3001000
|
||||
blur2d(effects.leds, MATRIX_WIDTH, MATRIX_HEIGHT, blurAmount);
|
||||
#else
|
||||
effects.DimAll(blurAmount); effects.ShowFrame();
|
||||
#endif
|
||||
|
||||
zCamera = beatsin8(2, 100, 140);
|
||||
AngxSpeed = beatsin8(3, 1, 10) / 100.0f;
|
||||
AngySpeed = beatcos8(5, 1, 10) / 100.0f;
|
||||
|
||||
// Update values
|
||||
Angx += AngxSpeed;
|
||||
Angy += AngySpeed;
|
||||
if (Angx >= TWO_PI)
|
||||
Angx -= TWO_PI;
|
||||
if (Angy >= TWO_PI)
|
||||
Angy -= TWO_PI;
|
||||
|
||||
rotate(Angx, Angy);
|
||||
|
||||
// Draw cube
|
||||
int i;
|
||||
|
||||
CRGB color = effects.ColorFromCurrentPalette(hue, 128);
|
||||
|
||||
// Backface
|
||||
EdgePoint *e;
|
||||
for (i = 0; i < 12; i++)
|
||||
{
|
||||
e = edge + i;
|
||||
if (!e->visible) {
|
||||
matrix.drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
|
||||
}
|
||||
}
|
||||
|
||||
color = effects.ColorFromCurrentPalette(hue, 255);
|
||||
|
||||
// Frontface
|
||||
for (i = 0; i < 12; i++)
|
||||
{
|
||||
e = edge + i;
|
||||
if (e->visible)
|
||||
{
|
||||
matrix.drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
|
||||
}
|
||||
}
|
||||
|
||||
step++;
|
||||
if (step == 8) {
|
||||
step = 0;
|
||||
hue++;
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 20;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
116
examples/AuroraDemo/PatternElectricMandala.h
Normal file
116
examples/AuroraDemo/PatternElectricMandala.h
Normal file
|
@ -0,0 +1,116 @@
|
|||
/*
|
||||
* 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;
|
||||
|
||||
public:
|
||||
PatternElectricMandala() {
|
||||
name = (char *)"ElectricMandala";
|
||||
}
|
||||
|
||||
void start() {
|
||||
// set to reasonable values to avoid a black out
|
||||
noisesmoothing = 200;
|
||||
|
||||
// just any free input pin
|
||||
//random16_add_entropy(analogRead(18));
|
||||
|
||||
// fill coordinates with random values
|
||||
// set zoom levels
|
||||
noise_x = random16();
|
||||
noise_y = random16();
|
||||
noise_z = random16();
|
||||
noise_scale_x = 6000;
|
||||
noise_scale_y = 6000;
|
||||
|
||||
// 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
|
||||
EVERY_N_SECONDS(15) {
|
||||
//SetupRandomPalette3();
|
||||
dy = random16(500) - 250; // random16(2000) - 1000 is pretty fast but works fine, too
|
||||
dx = random16(500) - 250;
|
||||
dz = random16(500) - 250;
|
||||
noise_scale_x = random16(10000) + 2000;
|
||||
noise_scale_y = random16(10000) + 2000;
|
||||
}
|
||||
#endif
|
||||
|
||||
noise_y += dy;
|
||||
noise_x += dx;
|
||||
noise_z += dz;
|
||||
|
||||
effects.FillNoise();
|
||||
ShowNoiseLayer(0, 1, 0);
|
||||
|
||||
effects.Caleidoscope3();
|
||||
effects.Caleidoscope1();
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// show just one layer
|
||||
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
|
||||
for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {
|
||||
for (uint8_t j = 0; j < MATRIX_HEIGHT; j++) {
|
||||
|
||||
uint8_t color = noise[i][j];
|
||||
|
||||
uint8_t bri = color;
|
||||
|
||||
// assign a color depending on the actual palette
|
||||
CRGB pixel = ColorFromPalette(effects.currentPalette, colorrepeat * (color + colorshift), bri);
|
||||
|
||||
effects.leds[XY(i, j)] = pixel;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
118
examples/AuroraDemo/PatternFire.h
Normal file
118
examples/AuroraDemo/PatternFire.h
Normal file
|
@ -0,0 +1,118 @@
|
|||
/*
|
||||
* 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 < MATRIX_WIDTH; x++) {
|
||||
// Step 1. Cool down every cell a little
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
int xy = XY(x, y);
|
||||
heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / MATRIX_HEIGHT) + 2));
|
||||
}
|
||||
|
||||
// Step 2. Heat from each cell drifts 'up' and diffuses a little
|
||||
for (int y = 0; y < MATRIX_HEIGHT; 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, MATRIX_HEIGHT - 1);
|
||||
heat[xy] = qadd8(heat[xy], random8(160, 255));
|
||||
}
|
||||
|
||||
// Step 4. Map from heat cells to LED colors
|
||||
for (int y = 0; y < MATRIX_HEIGHT; 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
|
125
examples/AuroraDemo/PatternFlock.h
Normal file
125
examples/AuroraDemo/PatternFlock.h
Normal file
|
@ -0,0 +1,125 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from "Flocking" in "The Nature of Code" by Daniel Shiffman: http://natureofcode.com/
|
||||
* Copyright (c) 2014 Daniel Shiffman
|
||||
* http://www.shiffman.net
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
// Flocking
|
||||
// Daniel Shiffman <http://www.shiffman.net>
|
||||
// The Nature of Code, Spring 2009
|
||||
|
||||
// Demonstration of Craig Reynolds' "Flocking" behavior
|
||||
// See: http://www.red3d.com/cwr/
|
||||
// Rules: Cohesion, Separation, Alignment
|
||||
|
||||
#ifndef PatternFlock_H
|
||||
#define PatternFlock_H
|
||||
|
||||
class PatternFlock : public Drawable {
|
||||
public:
|
||||
PatternFlock() {
|
||||
name = (char *)"Flock";
|
||||
}
|
||||
|
||||
static const int boidCount = 10;
|
||||
Boid predator;
|
||||
|
||||
PVector wind;
|
||||
byte hue = 0;
|
||||
bool predatorPresent = true;
|
||||
|
||||
void start() {
|
||||
for (int i = 0; i < boidCount; i++) {
|
||||
boids[i] = Boid(15, 15);
|
||||
boids[i].maxspeed = 0.380;
|
||||
boids[i].maxforce = 0.015;
|
||||
}
|
||||
|
||||
predatorPresent = random(0, 2) >= 1;
|
||||
if (predatorPresent) {
|
||||
predator = Boid(31, 31);
|
||||
predatorPresent = true;
|
||||
predator.maxspeed = 0.385;
|
||||
predator.maxforce = 0.020;
|
||||
predator.neighbordist = 16.0;
|
||||
predator.desiredseparation = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(230); effects.ShowFrame();
|
||||
|
||||
bool applyWind = random(0, 255) > 250;
|
||||
if (applyWind) {
|
||||
wind.x = Boid::randomf() * .015;
|
||||
wind.y = Boid::randomf() * .015;
|
||||
}
|
||||
|
||||
CRGB color = effects.ColorFromCurrentPalette(hue);
|
||||
|
||||
for (int i = 0; i < boidCount; i++) {
|
||||
Boid * boid = &boids[i];
|
||||
|
||||
if (predatorPresent) {
|
||||
// flee from predator
|
||||
boid->repelForce(predator.location, 10);
|
||||
}
|
||||
|
||||
boid->run(boids, boidCount);
|
||||
boid->wrapAroundBorders();
|
||||
PVector location = boid->location;
|
||||
// PVector velocity = boid->velocity;
|
||||
// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
|
||||
// effects.leds[XY(location.x, location.y)] += color;
|
||||
effects.drawBackgroundFastLEDPixelCRGB(location.x, location.y, color);
|
||||
|
||||
if (applyWind) {
|
||||
boid->applyForce(wind);
|
||||
applyWind = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (predatorPresent) {
|
||||
predator.run(boids, boidCount);
|
||||
predator.wrapAroundBorders();
|
||||
color = effects.ColorFromCurrentPalette(hue + 128);
|
||||
PVector location = predator.location;
|
||||
// PVector velocity = predator.velocity;
|
||||
// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
|
||||
// effects.leds[XY(location.x, location.y)] += color;
|
||||
effects.drawBackgroundFastLEDPixelCRGB(location.x, location.y, color);
|
||||
}
|
||||
|
||||
EVERY_N_MILLIS(200) {
|
||||
hue++;
|
||||
}
|
||||
|
||||
EVERY_N_SECONDS(30) {
|
||||
predatorPresent = !predatorPresent;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
92
examples/AuroraDemo/PatternFlowField.h
Normal file
92
examples/AuroraDemo/PatternFlowField.h
Normal file
|
@ -0,0 +1,92 @@
|
|||
/*
|
||||
* 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 PatternFlowField_H
|
||||
|
||||
class PatternFlowField : public Drawable {
|
||||
public:
|
||||
PatternFlowField() {
|
||||
name = (char *)"FlowField";
|
||||
}
|
||||
|
||||
uint16_t x;
|
||||
uint16_t y;
|
||||
uint16_t z;
|
||||
|
||||
uint16_t speed = 1;
|
||||
uint16_t scale = 26;
|
||||
|
||||
static const int count = 40;
|
||||
|
||||
byte hue = 0;
|
||||
|
||||
void start() {
|
||||
x = random16();
|
||||
y = random16();
|
||||
z = random16();
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
boids[i] = Boid(random(MATRIX_WIDTH), 0);
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(240);
|
||||
|
||||
// CRGB color = effects.ColorFromCurrentPalette(hue);
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
Boid * boid = &boids[i];
|
||||
|
||||
int ioffset = scale * boid->location.x;
|
||||
int joffset = scale * boid->location.y;
|
||||
|
||||
byte angle = inoise8(x + ioffset, y + joffset, z);
|
||||
|
||||
boid->velocity.x = (float) sin8(angle) * 0.0078125 - 1.0;
|
||||
boid->velocity.y = -((float)cos8(angle) * 0.0078125 - 1.0);
|
||||
boid->update();
|
||||
|
||||
effects.drawBackgroundFastLEDPixelCRGB(boid->location.x, boid->location.y, effects.ColorFromCurrentPalette(angle + hue)); // color
|
||||
|
||||
if (boid->location.x < 0 || boid->location.x >= MATRIX_WIDTH ||
|
||||
boid->location.y < 0 || boid->location.y >= MATRIX_HEIGHT) {
|
||||
boid->location.x = random(MATRIX_WIDTH);
|
||||
boid->location.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
EVERY_N_MILLIS(200) {
|
||||
hue++;
|
||||
}
|
||||
|
||||
x += speed;
|
||||
y += speed;
|
||||
z += speed;
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 50;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
51
examples/AuroraDemo/PatternIncrementalDrift.h
Normal file
51
examples/AuroraDemo/PatternIncrementalDrift.h
Normal file
|
@ -0,0 +1,51 @@
|
|||
/*
|
||||
*
|
||||
* 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 PatternIncrementalDrift_H
|
||||
#define PatternIncrementalDrift_H
|
||||
|
||||
class PatternIncrementalDrift : public Drawable {
|
||||
public:
|
||||
PatternIncrementalDrift() {
|
||||
name = (char *)"Incremental Drift";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
uint8_t dim = beatsin8(2, 230, 250);
|
||||
effects.DimAll(dim); effects.ShowFrame();
|
||||
|
||||
for (int i = 2; i <= MATRIX_WIDTH / 2; i++)
|
||||
{
|
||||
CRGB color = effects.ColorFromCurrentPalette((i - 2) * (240 / (MATRIX_WIDTH / 2)));
|
||||
|
||||
uint8_t x = beatcos8((17 - i) * 2, MATRIX_CENTER_X - i, MATRIX_CENTER_X + i);
|
||||
uint8_t y = beatsin8((17 - i) * 2, MATRIX_CENTER_Y - i, MATRIX_CENTER_Y + i);
|
||||
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
63
examples/AuroraDemo/PatternIncrementalDrift2.h
Normal file
63
examples/AuroraDemo/PatternIncrementalDrift2.h
Normal file
|
@ -0,0 +1,63 @@
|
|||
/*
|
||||
*
|
||||
* 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 PatternIncrementalDrift2_H
|
||||
#define PatternIncrementalDrift2_H
|
||||
|
||||
class PatternIncrementalDrift2 : public Drawable {
|
||||
public:
|
||||
PatternIncrementalDrift2() {
|
||||
name = (char *)"Incremental Drift Rose";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
uint8_t dim = beatsin8(2, 170, 250);
|
||||
effects.DimAll(dim); effects.ShowFrame();
|
||||
|
||||
for (uint8_t i = 0; i < 32; i++)
|
||||
{
|
||||
CRGB color;
|
||||
|
||||
uint8_t x = 0;
|
||||
uint8_t y = 0;
|
||||
|
||||
if (i < 16) {
|
||||
x = beatcos8((i + 1) * 2, i, MATRIX_WIDTH - i);
|
||||
y = beatsin8((i + 1) * 2, i, MATRIX_HEIGHT - i);
|
||||
color = effects.ColorFromCurrentPalette(i * 14);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = beatsin8((32 - i) * 2, MATRIX_WIDTH - i, i + 1);
|
||||
y = beatcos8((32 - i) * 2, MATRIX_HEIGHT - i, i + 1);
|
||||
color = effects.ColorFromCurrentPalette((31 - i) * 14);
|
||||
}
|
||||
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
58
examples/AuroraDemo/PatternInfinity.h
Normal file
58
examples/AuroraDemo/PatternInfinity.h
Normal file
|
@ -0,0 +1,58 @@
|
|||
/*
|
||||
* 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 PatternInfinity_H
|
||||
|
||||
class PatternInfinity : public Drawable {
|
||||
public:
|
||||
PatternInfinity() {
|
||||
name = (char *)"Infinity";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
// dim all pixels on the display slightly
|
||||
// to 250/255 (98%) of their current brightness
|
||||
effects.DimAll(250); effects.ShowFrame();
|
||||
|
||||
// the Effects class has some sample oscillators
|
||||
// that move from 0 to 255 at different speeds
|
||||
effects.MoveOscillators();
|
||||
|
||||
// the horizontal position of the head of the infinity sign
|
||||
// oscillates from 0 to the maximum horizontal and back
|
||||
int x = (MATRIX_WIDTH - 1) - effects.p[1];
|
||||
|
||||
// the vertical position of the head oscillates
|
||||
// from 8 to 23 and back (hard-coded for a 32x32 matrix)
|
||||
int y = map8(sin8(effects.osci[3]), 8, 23);
|
||||
|
||||
// the hue oscillates from 0 to 255, overflowing back to 0
|
||||
byte hue = sin8(effects.osci[5]);
|
||||
|
||||
// draw a pixel at x,y using a color from the current palette
|
||||
effects.Pixel(x, y, hue);
|
||||
|
||||
return 15;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
154
examples/AuroraDemo/PatternInvaders.h
Normal file
154
examples/AuroraDemo/PatternInvaders.h
Normal file
|
@ -0,0 +1,154 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Inspired by 'Space Invader Generator': https://the8bitpimp.wordpress.com/2013/05/07/space-invader-generator
|
||||
*
|
||||
* 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 PatternInvaders_H
|
||||
#define PatternInvaders_H
|
||||
|
||||
class PatternInvadersSmall : public Drawable {
|
||||
private:
|
||||
uint8_t x = 1;
|
||||
uint8_t y = 1;
|
||||
|
||||
public:
|
||||
PatternInvadersSmall() {
|
||||
name = (char *)"Invaders Small";
|
||||
}
|
||||
|
||||
void start() {
|
||||
matrix.fillScreen(0);
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
for (int j = 0; j < 5; j++) {
|
||||
CRGB color = CRGB::Black;
|
||||
|
||||
if (random(0, 2) == 1) color = color1;
|
||||
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x + i, y + j, color);
|
||||
|
||||
if (i < 2)
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x + (4 - i), y + j, color);
|
||||
}
|
||||
}
|
||||
|
||||
x += 6;
|
||||
if (x > 25) {
|
||||
x = 1;
|
||||
y += 6;
|
||||
}
|
||||
|
||||
if (y > 25) y = x = 1;
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 125;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternInvadersMedium : public Drawable {
|
||||
private:
|
||||
uint8_t x = 0;
|
||||
uint8_t y = 0;
|
||||
|
||||
public:
|
||||
PatternInvadersMedium() {
|
||||
name = (char *)"Invaders Medium";
|
||||
}
|
||||
|
||||
void start() {
|
||||
matrix.fillScreen(0);
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
for (int j = 0; j < 5; j++) {
|
||||
CRGB color = CRGB::Black;
|
||||
|
||||
if (random(0, 2) == 1) color = color1;
|
||||
|
||||
matrix.fillRect(x + (i * 2), y + (j * 2), x + (i * 2 + 1), y + (j * 2 + 1), color);
|
||||
|
||||
if (i < 2)
|
||||
matrix.fillRect(x + (8 - i * 2), y + (j * 2), x + (9 - i * 2), y + (j * 2 + 1), color);
|
||||
}
|
||||
}
|
||||
|
||||
x += 11;
|
||||
if (x > 22) {
|
||||
x = 0;
|
||||
y += 11;
|
||||
}
|
||||
|
||||
if (y > 22) y = x = 0;
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 500;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternInvadersLarge : public Drawable {
|
||||
private:
|
||||
|
||||
public:
|
||||
PatternInvadersLarge() {
|
||||
name = (char *)"Invaders Large";
|
||||
}
|
||||
|
||||
void start() {
|
||||
matrix.fillScreen(0);
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
matrix.fillScreen(0);
|
||||
|
||||
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
|
||||
|
||||
for (int x = 0; x < 3; x++) {
|
||||
for (int y = 0; y < 5; y++) {
|
||||
CRGB color = CRGB::Black;
|
||||
|
||||
if (random(0, 2) == 1) {
|
||||
color = color1;
|
||||
}
|
||||
|
||||
matrix.fillRect(1 + x * 6, 1 + y * 6, 5 + x * 6, 5 + y * 6, color);
|
||||
|
||||
if (x < 2)
|
||||
matrix.fillRect(1 + (4 - x) * 6, 1 + y * 6, 5 + (4 - x) * 6, 5 + y * 6, color);
|
||||
}
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 2000;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
129
examples/AuroraDemo/PatternLife.h
Normal file
129
examples/AuroraDemo/PatternLife.h
Normal file
|
@ -0,0 +1,129 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from Andrew: http://pastebin.com/f22bfe94d
|
||||
* which, in turn, was "Adapted from the Life example on the Processing.org site"
|
||||
*
|
||||
* Made much more colorful by J.B. Langston: https://github.com/jblang/aurora/commit/6db5a884e3df5d686445c4f6b669f1668841929b
|
||||
*
|
||||
* 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 PatternLife_H
|
||||
#define PatternLife_H
|
||||
|
||||
class Cell {
|
||||
public:
|
||||
byte alive : 1;
|
||||
byte prev : 1;
|
||||
byte hue: 6;
|
||||
byte brightness;
|
||||
};
|
||||
|
||||
class PatternLife : public Drawable {
|
||||
private:
|
||||
Cell world[MATRIX_WIDTH][MATRIX_HEIGHT];
|
||||
unsigned int density = 50;
|
||||
int generation = 0;
|
||||
|
||||
void randomFillWorld() {
|
||||
for (int i = 0; i < MATRIX_WIDTH; i++) {
|
||||
for (int j = 0; j < MATRIX_HEIGHT; j++) {
|
||||
if (random(100) < density) {
|
||||
world[i][j].alive = 1;
|
||||
world[i][j].brightness = 255;
|
||||
}
|
||||
else {
|
||||
world[i][j].alive = 0;
|
||||
world[i][j].brightness = 0;
|
||||
}
|
||||
world[i][j].prev = world[i][j].alive;
|
||||
world[i][j].hue = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int neighbours(int x, int y) {
|
||||
return (world[(x + 1) % MATRIX_WIDTH][y].prev) +
|
||||
(world[x][(y + 1) % MATRIX_HEIGHT].prev) +
|
||||
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][y].prev) +
|
||||
(world[x][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev) +
|
||||
(world[(x + 1) % MATRIX_WIDTH][(y + 1) % MATRIX_HEIGHT].prev) +
|
||||
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][(y + 1) % MATRIX_HEIGHT].prev) +
|
||||
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev) +
|
||||
(world[(x + 1) % MATRIX_WIDTH][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev);
|
||||
}
|
||||
|
||||
public:
|
||||
PatternLife() {
|
||||
name = (char *)"Life";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
if (generation == 0) {
|
||||
effects.ClearFrame();
|
||||
|
||||
randomFillWorld();
|
||||
}
|
||||
|
||||
// Display current generation
|
||||
for (int i = 0; i < MATRIX_WIDTH; i++) {
|
||||
for (int j = 0; j < MATRIX_HEIGHT; j++) {
|
||||
effects.leds[XY(i, j)] = effects.ColorFromCurrentPalette(world[i][j].hue * 4, world[i][j].brightness);
|
||||
}
|
||||
}
|
||||
|
||||
// Birth and death cycle
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
// Default is for cell to stay the same
|
||||
if (world[x][y].brightness > 0 && world[x][y].prev == 0)
|
||||
world[x][y].brightness *= 0.9;
|
||||
int count = neighbours(x, y);
|
||||
if (count == 3 && world[x][y].prev == 0) {
|
||||
// A new cell is born
|
||||
world[x][y].alive = 1;
|
||||
world[x][y].hue += 2;
|
||||
world[x][y].brightness = 255;
|
||||
} else if ((count < 2 || count > 3) && world[x][y].prev == 1) {
|
||||
// Cell dies
|
||||
world[x][y].alive = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Copy next generation into place
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
world[x][y].prev = world[x][y].alive;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
generation++;
|
||||
if (generation >= 256)
|
||||
generation = 0;
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 60;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
264
examples/AuroraDemo/PatternMaze.h
Normal file
264
examples/AuroraDemo/PatternMaze.h
Normal file
|
@ -0,0 +1,264 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Many thanks to Jamis Buck for the documentation of the Growing Tree maze generation algorithm: http://weblog.jamisbuck.org/2011/1/27/maze-generation-growing-tree-algorithm
|
||||
*
|
||||
* 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 PatternMaze_H
|
||||
#define PatternMaze_H
|
||||
|
||||
class PatternMaze : public Drawable {
|
||||
private:
|
||||
enum Directions {
|
||||
None = 0,
|
||||
Up = 1,
|
||||
Down = 2,
|
||||
Left = 4,
|
||||
Right = 8,
|
||||
};
|
||||
|
||||
struct Point{
|
||||
int x;
|
||||
int y;
|
||||
|
||||
static Point New(int x, int y) {
|
||||
Point point;
|
||||
point.x = x;
|
||||
point.y = y;
|
||||
return point;
|
||||
}
|
||||
|
||||
Point Move(Directions direction) {
|
||||
switch (direction)
|
||||
{
|
||||
case Up:
|
||||
return New(x, y - 1);
|
||||
|
||||
case Down:
|
||||
return New(x, y + 1);
|
||||
|
||||
case Left:
|
||||
return New(x - 1, y);
|
||||
|
||||
case Right:
|
||||
default:
|
||||
return New(x + 1, y);
|
||||
}
|
||||
}
|
||||
|
||||
static Directions Opposite(Directions direction) {
|
||||
switch (direction) {
|
||||
case Up:
|
||||
return Down;
|
||||
|
||||
case Down:
|
||||
return Up;
|
||||
|
||||
case Left:
|
||||
return Right;
|
||||
|
||||
case Right:
|
||||
default:
|
||||
return Left;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// int width = 16;
|
||||
// int height = 16;
|
||||
|
||||
static const int width = MATRIX_WIDTH / 2;
|
||||
static const int height = MATRIX_HEIGHT / 2;
|
||||
|
||||
|
||||
Directions grid[width][height];
|
||||
|
||||
Point point;
|
||||
|
||||
Point cells[256];
|
||||
int cellCount = 0;
|
||||
|
||||
int algorithm = 0;
|
||||
int algorithmCount = 1;
|
||||
|
||||
byte hue = 0;
|
||||
byte hueOffset = 0;
|
||||
|
||||
Directions directions[4] = { Up, Down, Left, Right };
|
||||
|
||||
void removeCell(int index) {// shift cells after index down one
|
||||
for (int i = index; i < cellCount - 1; i++) {
|
||||
cells[i] = cells[i + 1];
|
||||
}
|
||||
|
||||
cellCount--;
|
||||
}
|
||||
|
||||
void shuffleDirections() {
|
||||
for (int a = 0; a < 4; a++)
|
||||
{
|
||||
int r = random(a, 4);
|
||||
Directions temp = directions[a];
|
||||
directions[a] = directions[r];
|
||||
directions[r] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
Point createPoint(int x, int y) {
|
||||
Point point;
|
||||
point.x = x;
|
||||
point.y = y;
|
||||
return point;
|
||||
}
|
||||
|
||||
CRGB chooseColor(int index) {
|
||||
byte h = index + hueOffset;
|
||||
|
||||
switch (algorithm) {
|
||||
case 0:
|
||||
default:
|
||||
return effects.ColorFromCurrentPalette(h);
|
||||
|
||||
case 1:
|
||||
return effects.ColorFromCurrentPalette(hue++);
|
||||
}
|
||||
}
|
||||
|
||||
int chooseIndex(int max) {
|
||||
switch (algorithm) {
|
||||
case 0:
|
||||
default:
|
||||
// choose newest (recursive backtracker)
|
||||
return max - 1;
|
||||
|
||||
case 1:
|
||||
// choose random(Prim's)
|
||||
return random(max);
|
||||
|
||||
// case 2:
|
||||
// // choose oldest (not good, so disabling)
|
||||
// return 0;
|
||||
}
|
||||
}
|
||||
|
||||
void generateMaze() {
|
||||
while (cellCount > 1) {
|
||||
drawNextCell();
|
||||
}
|
||||
}
|
||||
|
||||
void drawNextCell() {
|
||||
int index = chooseIndex(cellCount);
|
||||
|
||||
if (index < 0)
|
||||
return;
|
||||
|
||||
point = cells[index];
|
||||
|
||||
Point imagePoint = createPoint(point.x * 2, point.y * 2);
|
||||
|
||||
//effects.drawBackgroundFastLEDPixelCRGB(imagePoint.x, imagePoint.y, CRGB(CRGB::Gray));
|
||||
|
||||
shuffleDirections();
|
||||
|
||||
CRGB color = chooseColor(index);
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
Directions direction = directions[i];
|
||||
|
||||
Point newPoint = point.Move(direction);
|
||||
if (newPoint.x >= 0 && newPoint.y >= 0 && newPoint.x < width && newPoint.y < height && grid[newPoint.y][newPoint.x] == None) {
|
||||
grid[point.y][point.x] = (Directions) ((int) grid[point.y][point.x] | (int) direction);
|
||||
grid[newPoint.y][newPoint.x] = (Directions) ((int) grid[newPoint.y][newPoint.x] | (int) point.Opposite(direction));
|
||||
|
||||
Point newImagePoint = imagePoint.Move(direction);
|
||||
|
||||
effects.drawBackgroundFastLEDPixelCRGB(newImagePoint.x, newImagePoint.y, color);
|
||||
|
||||
cellCount++;
|
||||
cells[cellCount - 1] = newPoint;
|
||||
|
||||
index = -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (index > -1) {
|
||||
Point finishedPoint = cells[index];
|
||||
imagePoint = createPoint(finishedPoint.x * 2, finishedPoint.y * 2);
|
||||
effects.drawBackgroundFastLEDPixelCRGB(imagePoint.x, imagePoint.y, color);
|
||||
|
||||
removeCell(index);
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
PatternMaze() {
|
||||
name = (char *)"Maze";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
if (cellCount < 1) {
|
||||
|
||||
effects.ClearFrame();
|
||||
|
||||
// reset the maze grid
|
||||
for (int y = 0; y < height; y++) {
|
||||
for (int x = 0; x < width; x++) {
|
||||
grid[y][x] = None;
|
||||
}
|
||||
}
|
||||
|
||||
int x = random(width);
|
||||
int y = random(height);
|
||||
|
||||
cells[0] = createPoint(x, y);
|
||||
|
||||
cellCount = 1;
|
||||
|
||||
hue = 0;
|
||||
hueOffset = random(0, 256);
|
||||
|
||||
}
|
||||
|
||||
drawNextCell();
|
||||
|
||||
if (cellCount < 1) {
|
||||
algorithm++;
|
||||
if (algorithm >= algorithmCount)
|
||||
algorithm = 0;
|
||||
|
||||
return 1000;
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void start() {
|
||||
matrix.fillScreen(0);
|
||||
cellCount = 0;
|
||||
hue = 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
74
examples/AuroraDemo/PatternMunch.h
Normal file
74
examples/AuroraDemo/PatternMunch.h
Normal file
|
@ -0,0 +1,74 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Munch pattern created by J.B. Langston: https://github.com/jblang/aurora/blob/master/PatternMunch.h
|
||||
*
|
||||
* 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 PatternMunch_H
|
||||
#define PatternMunch_H
|
||||
|
||||
|
||||
class PatternMunch : public Drawable {
|
||||
private:
|
||||
byte count = 0;
|
||||
byte dir = 1;
|
||||
byte flip = 0;
|
||||
byte generation = 0;
|
||||
|
||||
public:
|
||||
PatternMunch() {
|
||||
name = (char *)"Munch";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
for (byte x = 0; x < MATRIX_WIDTH; x++) {
|
||||
for (byte y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
effects.leds[XY(x, y)] = (x ^ y ^ flip) < count ? effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) : CRGB::Black;
|
||||
|
||||
// The below is more pleasant
|
||||
// effects.leds[XY(x, y)] = effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) ;
|
||||
}
|
||||
}
|
||||
|
||||
count += dir;
|
||||
|
||||
if (count <= 0 || count >= MATRIX_WIDTH) {
|
||||
dir = -dir;
|
||||
}
|
||||
|
||||
if (count <= 0) {
|
||||
if (flip == 0)
|
||||
flip = MATRIX_WIDTH-1;
|
||||
else
|
||||
flip = 0;
|
||||
}
|
||||
|
||||
generation++;
|
||||
|
||||
// show it ffs!
|
||||
effects.ShowFrame();
|
||||
|
||||
return 60;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
338
examples/AuroraDemo/PatternNoiseSmearing.h
Normal file
338
examples/AuroraDemo/PatternNoiseSmearing.h
Normal file
|
@ -0,0 +1,338 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from "Noise Smearing" by Stefan Petrick: https://gist.githubusercontent.com/embedded-creations/5cd47d83cb0e04f4574d/raw/ebf6a82b4755d55cfba3bf6598f7b19047f89daf/NoiseSmearing.ino
|
||||
* 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 PatternNoiseSmearing_H
|
||||
#define PatternNoiseSmearing_H
|
||||
|
||||
byte patternNoiseSmearingHue = 0;
|
||||
|
||||
class PatternMultipleStream : public Drawable {
|
||||
public:
|
||||
PatternMultipleStream() {
|
||||
name = (char *)"MultipleStream";
|
||||
}
|
||||
|
||||
// this pattern draws two points to the screen based on sin/cos if a counter
|
||||
// (comment out NoiseSmearWithRadius to see pattern of pixels)
|
||||
// these pixels are smeared by a large radius, giving a lot of movement
|
||||
// the image is dimmed before each drawing to not saturate the screen with color
|
||||
// the smear has an offset so the pixels usually have a trail leading toward the upper left
|
||||
unsigned int drawFrame() {
|
||||
static unsigned long counter = 0;
|
||||
#if 0
|
||||
// this counter lets put delays between each frame and still get the same animation
|
||||
counter++;
|
||||
#else
|
||||
// this counter updates in real time and can't be slowed down for debugging
|
||||
counter = millis() / 10;
|
||||
#endif
|
||||
|
||||
byte x1 = 4 + sin8(counter * 2) / 10;
|
||||
byte x2 = 8 + sin8(counter * 2) / 16;
|
||||
byte y2 = 8 + cos8((counter * 2) / 3) / 16;
|
||||
|
||||
effects.leds[XY(x1, x2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
|
||||
effects.leds[XY(x2, y2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 128);
|
||||
|
||||
// Noise
|
||||
noise_x += 1000;
|
||||
noise_y += 1000;
|
||||
noise_scale_x = 4000;
|
||||
noise_scale_y = 4000;
|
||||
effects.FillNoise();
|
||||
|
||||
effects.MoveX(8);
|
||||
effects.MoveFractionalNoiseX();
|
||||
|
||||
effects.MoveY(8);
|
||||
effects.MoveFractionalNoiseY();
|
||||
|
||||
patternNoiseSmearingHue++;
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternMultipleStream2 : public Drawable {
|
||||
public:
|
||||
PatternMultipleStream2() {
|
||||
name = (char *)"MultipleStream2";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(230); effects.ShowFrame();
|
||||
|
||||
byte xx = 4 + sin8(millis() / 9) / 10;
|
||||
byte yy = 4 + cos8(millis() / 10) / 10;
|
||||
effects.leds[XY(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
|
||||
|
||||
xx = 8 + sin8(millis() / 10) / 16;
|
||||
yy = 8 + cos8(millis() / 7) / 16;
|
||||
effects.leds[XY(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 80);
|
||||
|
||||
effects.leds[XY(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 160);
|
||||
|
||||
noise_x += 1000;
|
||||
noise_y += 1000;
|
||||
noise_z += 1000;
|
||||
noise_scale_x = 4000;
|
||||
noise_scale_y = 4000;
|
||||
effects.FillNoise();
|
||||
|
||||
effects.MoveX(3);
|
||||
effects.MoveFractionalNoiseY(4);
|
||||
|
||||
effects.MoveY(3);
|
||||
effects.MoveFractionalNoiseX(4);
|
||||
|
||||
patternNoiseSmearingHue++;
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternMultipleStream3 : public Drawable {
|
||||
public:
|
||||
PatternMultipleStream3() {
|
||||
name = (char *)"MultipleStream3";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
//CLS();
|
||||
effects.DimAll(235); effects.ShowFrame();
|
||||
|
||||
for (uint8_t i = 3; i < 32; i = i + 4) {
|
||||
effects.leds[XY(i, 15)] += effects.ColorFromCurrentPalette(i * 8);
|
||||
}
|
||||
|
||||
// Noise
|
||||
noise_x += 1000;
|
||||
noise_y += 1000;
|
||||
noise_z += 1000;
|
||||
noise_scale_x = 4000;
|
||||
noise_scale_y = 4000;
|
||||
effects.FillNoise();
|
||||
|
||||
effects.MoveX(3);
|
||||
effects.MoveFractionalNoiseY(4);
|
||||
|
||||
effects.MoveY(3);
|
||||
effects.MoveFractionalNoiseX(4);
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 1;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternMultipleStream4 : public Drawable {
|
||||
public:
|
||||
PatternMultipleStream4() {
|
||||
name = (char *)"MultipleStream4";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
//CLS();
|
||||
effects.DimAll(235); effects.ShowFrame();
|
||||
|
||||
effects.leds[XY(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
|
||||
|
||||
|
||||
// Noise
|
||||
noise_x += 1000;
|
||||
noise_y += 1000;
|
||||
noise_scale_x = 4000;
|
||||
noise_scale_y = 4000;
|
||||
effects.FillNoise();
|
||||
|
||||
effects.MoveX(8);
|
||||
effects.MoveFractionalNoiseX();
|
||||
|
||||
effects.MoveY(8);
|
||||
effects.MoveFractionalNoiseY();
|
||||
|
||||
patternNoiseSmearingHue++;
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternMultipleStream5 : public Drawable {
|
||||
public:
|
||||
PatternMultipleStream5() {
|
||||
name = (char *)"MultipleStream5";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
//CLS();
|
||||
effects.DimAll(235); effects.ShowFrame();
|
||||
|
||||
|
||||
for (uint8_t i = 3; i < 32; i = i + 4) {
|
||||
effects.leds[XY(i, 31)] += effects.ColorFromCurrentPalette(i * 8);
|
||||
}
|
||||
|
||||
// Noise
|
||||
noise_x += 1000;
|
||||
noise_y += 1000;
|
||||
noise_z += 1000;
|
||||
noise_scale_x = 4000;
|
||||
noise_scale_y = 4000;
|
||||
effects.FillNoise();
|
||||
|
||||
effects.MoveX(3);
|
||||
effects.MoveFractionalNoiseY(4);
|
||||
|
||||
effects.MoveY(4);
|
||||
effects.MoveFractionalNoiseX(4);
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternMultipleStream8 : public Drawable {
|
||||
public:
|
||||
PatternMultipleStream8() {
|
||||
name = (char *)"MultipleStream8";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(230); effects.ShowFrame();
|
||||
|
||||
// draw grid of rainbow dots on top of the dimmed image
|
||||
for (uint8_t y = 1; y < 32; y = y + 6) {
|
||||
for (uint8_t x = 1; x < 32; x = x + 6) {
|
||||
|
||||
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette((x * y) / 4);
|
||||
}
|
||||
}
|
||||
|
||||
// Noise
|
||||
noise_x += 1000;
|
||||
noise_y += 1000;
|
||||
noise_z += 1000;
|
||||
noise_scale_x = 4000;
|
||||
noise_scale_y = 4000;
|
||||
effects.FillNoise();
|
||||
|
||||
effects.MoveX(3);
|
||||
effects.MoveFractionalNoiseX(4);
|
||||
|
||||
effects.MoveY(3);
|
||||
effects.MoveFractionalNoiseY(4);
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternPaletteSmear : public Drawable {
|
||||
public:
|
||||
PatternPaletteSmear() {
|
||||
name = (char *)"PaletteSmear";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
effects.DimAll(170); effects.ShowFrame();
|
||||
|
||||
// draw a rainbow color palette
|
||||
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
|
||||
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette(x * 8, y * 8 + 7);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Noise
|
||||
noise_x += 1000;
|
||||
noise_y += 1000;
|
||||
noise_scale_x = 4000;
|
||||
noise_scale_y = 4000;
|
||||
|
||||
effects.FillNoise();
|
||||
|
||||
effects.MoveX(3);
|
||||
//effects.MoveFractionalNoiseY(4);
|
||||
|
||||
effects.MoveY(3);
|
||||
effects.MoveFractionalNoiseX(4);
|
||||
effects.ShowFrame();
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
class PatternRainbowFlag : public Drawable {
|
||||
public:
|
||||
PatternRainbowFlag() {
|
||||
name = (char *)"RainbowFlag";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(10); effects.ShowFrame();
|
||||
|
||||
CRGB rainbow[7] = {
|
||||
CRGB::Red,
|
||||
CRGB::Orange,
|
||||
CRGB::Yellow,
|
||||
CRGB::Green,
|
||||
CRGB::Blue,
|
||||
CRGB::Violet
|
||||
};
|
||||
|
||||
uint8_t y = 2;
|
||||
|
||||
for (uint8_t c = 0; c < 6; c++) {
|
||||
for (uint8_t j = 0; j < 5; j++) {
|
||||
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
|
||||
effects.leds[XY(x, y)] += rainbow[c];
|
||||
}
|
||||
|
||||
y++;
|
||||
if (y >= MATRIX_HEIGHT)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Noise
|
||||
noise_x += 1000;
|
||||
noise_y += 1000;
|
||||
noise_scale_x = 4000;
|
||||
noise_scale_y = 4000;
|
||||
effects.FillNoise();
|
||||
|
||||
effects.MoveX(3);
|
||||
effects.MoveFractionalNoiseY(4);
|
||||
|
||||
effects.MoveY(3);
|
||||
effects.MoveFractionalNoiseX(4);
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#endif
|
56
examples/AuroraDemo/PatternPendulumWave.h
Normal file
56
examples/AuroraDemo/PatternPendulumWave.h
Normal file
|
@ -0,0 +1,56 @@
|
|||
/*
|
||||
*
|
||||
* Inspired by and based on a loading animation for Prismata by Lunarch Studios:
|
||||
* http://www.reddit.com/r/gifs/comments/2on8si/connecting_to_server_so_mesmerizing/cmow0sz
|
||||
*
|
||||
* Lunarch Studios Inc. hereby publishes the Actionscript 3 source code pasted in this
|
||||
* comment under the Creative Commons CC0 1.0 Universal Public Domain Dedication.
|
||||
* Lunarch Studios Inc. waives all rights to the work worldwide under copyright law,
|
||||
* including all related and neighboring rights, to the extent allowed by law.
|
||||
* You can copy, modify, distribute and perform the work, even for commercial purposes,
|
||||
* all without asking permission.
|
||||
*
|
||||
* 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 PatternPendulumWave_H
|
||||
#define PatternPendulumWave_H
|
||||
|
||||
class PatternPendulumWave : public Drawable {
|
||||
public:
|
||||
PatternPendulumWave() {
|
||||
name = (char *)"Pendulum Wave";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(170); effects.ShowFrame();
|
||||
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++)
|
||||
{
|
||||
uint8_t y = beatsin8(x + MATRIX_WIDTH, 0, MATRIX_HEIGHT);
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, y, effects.ColorFromCurrentPalette(x * 7));
|
||||
}
|
||||
|
||||
return 15;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
66
examples/AuroraDemo/PatternPlasma.h
Normal file
66
examples/AuroraDemo/PatternPlasma.h
Normal file
|
@ -0,0 +1,66 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from LedEffects Plasma by Robert Atkins: https://bitbucket.org/ratkins/ledeffects/src/26ed3c51912af6fac5f1304629c7b4ab7ac8ca4b/Plasma.cpp?at=default
|
||||
* Copyright (c) 2013 Robert Atkins
|
||||
*
|
||||
* 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 PatternPlasma_H
|
||||
#define PatternPlasma_H
|
||||
|
||||
class PatternPlasma : public Drawable {
|
||||
private:
|
||||
int time = 0;
|
||||
int cycles = 0;
|
||||
|
||||
public:
|
||||
PatternPlasma() {
|
||||
name = (char *)"Plasma";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
int16_t v = 0;
|
||||
uint8_t wibble = sin8(time);
|
||||
v += sin16(x * wibble * 2 + time);
|
||||
v += cos16(y * (128 - wibble) * 2 + time);
|
||||
v += sin16(y * x * cos8(-time) / 2);
|
||||
|
||||
effects.Pixel(x, y, (v >> 8) + 127);
|
||||
}
|
||||
}
|
||||
|
||||
time += 1;
|
||||
cycles++;
|
||||
|
||||
if (cycles >= 2048) {
|
||||
time = 0;
|
||||
cycles = 0;
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 30;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
82
examples/AuroraDemo/PatternPulse.h
Normal file
82
examples/AuroraDemo/PatternPulse.h
Normal file
|
@ -0,0 +1,82 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Based at least in part on someone else's work that I can no longer find.
|
||||
* Please let me know if you recognize any of this code!
|
||||
*
|
||||
* 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 PatternPulse_H
|
||||
#define PatternPulse_H
|
||||
|
||||
class PatternPulse : public Drawable {
|
||||
private:
|
||||
int hue;
|
||||
int centerX = 0;
|
||||
int centerY = 0;
|
||||
int step = -1;
|
||||
int maxSteps = 16;
|
||||
float fadeRate = 0.8;
|
||||
int diff;
|
||||
|
||||
public:
|
||||
PatternPulse() {
|
||||
name = (char *)"Pulse";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(235);
|
||||
|
||||
if (step == -1) {
|
||||
centerX = random(32);
|
||||
centerY = random(32);
|
||||
hue = random(256); // 170;
|
||||
step = 0;
|
||||
}
|
||||
|
||||
if (step == 0) {
|
||||
matrix.drawCircle(centerX, centerY, step, effects.ColorFromCurrentPalette(hue));
|
||||
step++;
|
||||
}
|
||||
else {
|
||||
if (step < maxSteps) {
|
||||
// initial pulse
|
||||
matrix.drawCircle(centerX, centerY, step, effects.ColorFromCurrentPalette(hue, pow(fadeRate, step - 2) * 255));
|
||||
|
||||
// secondary pulse
|
||||
if (step > 3) {
|
||||
matrix.drawCircle(centerX, centerY, step - 3, effects.ColorFromCurrentPalette(hue, pow(fadeRate, step - 2) * 255));
|
||||
}
|
||||
step++;
|
||||
}
|
||||
else {
|
||||
step = -1;
|
||||
}
|
||||
}
|
||||
|
||||
effects.standardNoiseSmearing();
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 30;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
56
examples/AuroraDemo/PatternRadar.h
Normal file
56
examples/AuroraDemo/PatternRadar.h
Normal file
|
@ -0,0 +1,56 @@
|
|||
/*
|
||||
* 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 PatternRadar_H
|
||||
|
||||
class PatternRadar : public Drawable {
|
||||
private:
|
||||
byte theta = 0;
|
||||
byte hueoffset = 0;
|
||||
|
||||
public:
|
||||
PatternRadar() {
|
||||
name = (char *)"Radar";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(254); effects.ShowFrame();
|
||||
|
||||
for (int offset = 0; offset < MATRIX_CENTER_X; offset++) {
|
||||
byte hue = 255 - (offset * 16 + hueoffset);
|
||||
CRGB color = effects.ColorFromCurrentPalette(hue);
|
||||
uint8_t x = mapcos8(theta, offset, (MATRIX_WIDTH - 1) - offset);
|
||||
uint8_t y = mapsin8(theta, offset, (MATRIX_HEIGHT - 1) - offset);
|
||||
uint16_t xy = XY(x, y);
|
||||
effects.leds[xy] = color;
|
||||
|
||||
EVERY_N_MILLIS(25) {
|
||||
theta += 2;
|
||||
hueoffset += 1;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
79
examples/AuroraDemo/PatternSimplexNoise.h
Normal file
79
examples/AuroraDemo/PatternSimplexNoise.h
Normal file
|
@ -0,0 +1,79 @@
|
|||
/*
|
||||
* 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/blob/master/examples/Noise/Noise.ino
|
||||
* 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 PatternSimplexNoise_H
|
||||
#define PatternSimplexNoise_H
|
||||
|
||||
class PatternSimplexNoise : public Drawable {
|
||||
public:
|
||||
PatternSimplexNoise() {
|
||||
name = (char *)"Noise";
|
||||
}
|
||||
|
||||
void start() {
|
||||
// Initialize our coordinates to some random values
|
||||
noise_x = random16();
|
||||
noise_y = random16();
|
||||
noise_z = random16();
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
#if FASTLED_VERSION >= 3001000
|
||||
// a new parameter set every 15 seconds
|
||||
EVERY_N_SECONDS(15) {
|
||||
noise_x = random16();
|
||||
noise_y = random16();
|
||||
noise_z = random16();
|
||||
}
|
||||
#endif
|
||||
|
||||
uint32_t speed = 100;
|
||||
|
||||
effects.FillNoise();
|
||||
ShowNoiseLayer(0, 1, 0);
|
||||
|
||||
// noise_x += speed;
|
||||
noise_y += speed;
|
||||
noise_z += speed;
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// show just one layer
|
||||
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
|
||||
for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {
|
||||
for (uint8_t j = 0; j < MATRIX_HEIGHT; j++) {
|
||||
uint8_t pixel = noise[i][j];
|
||||
|
||||
// assign a color depending on the actual palette
|
||||
effects.leds[XY(i, j)] = effects.ColorFromCurrentPalette(colorrepeat * (pixel + colorshift), pixel);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
145
examples/AuroraDemo/PatternSnake.h
Normal file
145
examples/AuroraDemo/PatternSnake.h
Normal file
|
@ -0,0 +1,145 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from LedEffects Snake by Robert Atkins: https://bitbucket.org/ratkins/ledeffects/src/26ed3c51912af6fac5f1304629c7b4ab7ac8ca4b/Snake.cpp?at=default
|
||||
* Copyright (c) 2013 Robert Atkins
|
||||
*
|
||||
* 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 PatternSnake_H
|
||||
#define PatternSnake_H
|
||||
|
||||
class PatternSnake : public Drawable {
|
||||
private:
|
||||
static const byte SNAKE_LENGTH = 16;
|
||||
|
||||
CRGB colors[SNAKE_LENGTH];
|
||||
uint8_t initialHue;
|
||||
|
||||
enum Direction {
|
||||
UP, DOWN, LEFT, RIGHT
|
||||
};
|
||||
|
||||
struct Pixel {
|
||||
uint8_t x;
|
||||
uint8_t y;
|
||||
};
|
||||
|
||||
struct Snake {
|
||||
Pixel pixels[SNAKE_LENGTH];
|
||||
|
||||
Direction direction;
|
||||
|
||||
void newDirection() {
|
||||
switch (direction) {
|
||||
case UP:
|
||||
case DOWN:
|
||||
direction = random(0, 2) == 1 ? RIGHT : LEFT;
|
||||
break;
|
||||
|
||||
case LEFT:
|
||||
case RIGHT:
|
||||
direction = random(0, 2) == 1 ? DOWN : UP;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void shuffleDown() {
|
||||
for (byte i = SNAKE_LENGTH - 1; i > 0; i--) {
|
||||
pixels[i] = pixels[i - 1];
|
||||
}
|
||||
}
|
||||
|
||||
void reset() {
|
||||
direction = UP;
|
||||
for (int i = 0; i < SNAKE_LENGTH; i++) {
|
||||
pixels[i].x = 0;
|
||||
pixels[i].y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void move() {
|
||||
switch (direction) {
|
||||
case UP:
|
||||
pixels[0].y = (pixels[0].y + 1) % MATRIX_HEIGHT;
|
||||
break;
|
||||
case LEFT:
|
||||
pixels[0].x = (pixels[0].x + 1) % MATRIX_WIDTH;
|
||||
break;
|
||||
case DOWN:
|
||||
pixels[0].y = pixels[0].y == 0 ? MATRIX_HEIGHT - 1 : pixels[0].y - 1;
|
||||
break;
|
||||
case RIGHT:
|
||||
pixels[0].x = pixels[0].x == 0 ? MATRIX_WIDTH - 1 : pixels[0].x - 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void draw(CRGB colors[SNAKE_LENGTH]) {
|
||||
for (byte i = 0; i < SNAKE_LENGTH; i++) {
|
||||
effects.leds[XY(pixels[i].x, pixels[i].y)] = colors[i] %= (255 - i * (255 / SNAKE_LENGTH));
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
static const int snakeCount = 6;
|
||||
Snake snakes[snakeCount];
|
||||
|
||||
public:
|
||||
PatternSnake() {
|
||||
name = (char *)"Snake";
|
||||
for (int i = 0; i < snakeCount; i++) {
|
||||
Snake* snake = &snakes[i];
|
||||
snake->reset();
|
||||
}
|
||||
}
|
||||
|
||||
void start()
|
||||
{
|
||||
effects.ClearFrame();
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
|
||||
fill_palette(colors, SNAKE_LENGTH, initialHue++, 5, effects.currentPalette, 255, LINEARBLEND);
|
||||
|
||||
for (int i = 0; i < snakeCount; i++) {
|
||||
Snake* snake = &snakes[i];
|
||||
|
||||
snake->shuffleDown();
|
||||
|
||||
if (random(10) > 7) {
|
||||
snake->newDirection();
|
||||
}
|
||||
|
||||
snake->move();
|
||||
snake->draw(colors);
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 30;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
113
examples/AuroraDemo/PatternSpark.h
Normal file
113
examples/AuroraDemo/PatternSpark.h
Normal file
|
@ -0,0 +1,113 @@
|
|||
/*
|
||||
* 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 PatternSpark_H
|
||||
#define PatternSpark_H
|
||||
|
||||
class PatternSpark : public Drawable {
|
||||
private:
|
||||
|
||||
public:
|
||||
PatternSpark() {
|
||||
name = (char *)"Spark";
|
||||
}
|
||||
|
||||
// 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
|
||||
uint8_t 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.
|
||||
uint8_t sparking = 50;
|
||||
|
||||
unsigned int drawFrame() {
|
||||
// Add entropy to random number generator; we use a lot of it.
|
||||
random16_add_entropy( random16());
|
||||
|
||||
effects.DimAll(235); effects.ShowFrame();
|
||||
|
||||
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
|
||||
// Step 1. Cool down every cell a little
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
int xy = XY(x, y);
|
||||
heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / MATRIX_HEIGHT) + 2));
|
||||
}
|
||||
|
||||
// Step 2. Heat from each cell drifts 'up' and diffuses a little
|
||||
for (int y = 0; y < MATRIX_HEIGHT; 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) {
|
||||
uint8_t xt = random8(MATRIX_CENTRE_X - 2, MATRIX_CENTER_X + 3);
|
||||
|
||||
int xy = XY(xt, MATRIX_HEIGHT - 1);
|
||||
heat[xy] = qadd8(heat[xy], random8(160, 255));
|
||||
}
|
||||
|
||||
// Step 4. Map from heat cells to LED colors
|
||||
for (int y = 0; y < MATRIX_HEIGHT; 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, 240);
|
||||
|
||||
// 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(3);
|
||||
effects.MoveFractionalNoiseX(4);
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 15;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
100
examples/AuroraDemo/PatternSpin.h
Normal file
100
examples/AuroraDemo/PatternSpin.h
Normal file
|
@ -0,0 +1,100 @@
|
|||
/*
|
||||
* 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 PatternSpin_H
|
||||
|
||||
|
||||
|
||||
class PatternSpin : public Drawable {
|
||||
public:
|
||||
PatternSpin() {
|
||||
name = (char *)"Spin";
|
||||
}
|
||||
|
||||
float degrees = 0;
|
||||
float radius = 16;
|
||||
|
||||
float speedStart = 1;
|
||||
float velocityStart = 0.6;
|
||||
|
||||
float maxSpeed = 30;
|
||||
|
||||
float speed = speedStart;
|
||||
float velocity = velocityStart;
|
||||
|
||||
void start() {
|
||||
speed = speedStart;
|
||||
velocity = velocityStart;
|
||||
degrees = 0;
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(190); effects.ShowFrame();
|
||||
|
||||
CRGB color = effects.ColorFromCurrentPalette(speed * 8);
|
||||
|
||||
// start position
|
||||
int x;
|
||||
int y;
|
||||
|
||||
// target position
|
||||
float targetDegrees = degrees + speed;
|
||||
float targetRadians = radians(targetDegrees);
|
||||
int targetX = (int) (MATRIX_CENTER_X + radius * cos(targetRadians));
|
||||
int targetY = (int) (MATRIX_CENTER_Y - radius * sin(targetRadians));
|
||||
|
||||
float tempDegrees = degrees;
|
||||
|
||||
do{
|
||||
float radians = radians(tempDegrees);
|
||||
x = (int) (MATRIX_CENTER_X + radius * cos(radians));
|
||||
y = (int) (MATRIX_CENTER_Y - radius * sin(radians));
|
||||
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
|
||||
effects.drawBackgroundFastLEDPixelCRGB(y, x, color);
|
||||
|
||||
tempDegrees += 1;
|
||||
if (tempDegrees >= 360)
|
||||
tempDegrees = 0;
|
||||
} while (x != targetX || y != targetY);
|
||||
|
||||
degrees += speed;
|
||||
|
||||
// add velocity to the particle each pass around the accelerator
|
||||
if (degrees >= 360) {
|
||||
degrees = 0;
|
||||
speed += velocity;
|
||||
if (speed <= speedStart) {
|
||||
speed = speedStart;
|
||||
velocity *= -1;
|
||||
}
|
||||
else if (speed > maxSpeed){
|
||||
speed = maxSpeed - velocity;
|
||||
velocity *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
138
examples/AuroraDemo/PatternSpiral.h
Normal file
138
examples/AuroraDemo/PatternSpiral.h
Normal file
|
@ -0,0 +1,138 @@
|
|||
/*
|
||||
* Portions of this code are adapted from "Funky Clouds" by Stefan Petrick:
|
||||
* https://gist.github.com/anonymous/876f908333cd95315c35
|
||||
*
|
||||
* 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 PatternSpiral_H
|
||||
#define PatternSpiral_H
|
||||
|
||||
class PatternSpiral : public Drawable {
|
||||
private:
|
||||
// Timer stuff (Oszillators)
|
||||
struct timer {
|
||||
unsigned long takt;
|
||||
unsigned long lastMillis;
|
||||
unsigned long count;
|
||||
int delta;
|
||||
byte up;
|
||||
byte down;
|
||||
};
|
||||
timer multiTimer[5];
|
||||
|
||||
int timers = sizeof(multiTimer) / sizeof(multiTimer[0]);
|
||||
|
||||
// counts all variables with different speeds linear up and down
|
||||
void UpdateTimers()
|
||||
{
|
||||
unsigned long now = millis();
|
||||
for (int i = 0; i < timers; i++)
|
||||
{
|
||||
while (now - multiTimer[i].lastMillis >= multiTimer[i].takt)
|
||||
{
|
||||
multiTimer[i].lastMillis += multiTimer[i].takt;
|
||||
multiTimer[i].count = multiTimer[i].count + multiTimer[i].delta;
|
||||
if ((multiTimer[i].count == multiTimer[i].up) || (multiTimer[i].count == multiTimer[i].down))
|
||||
{
|
||||
multiTimer[i].delta = -multiTimer[i].delta;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
PatternSpiral() {
|
||||
name = (char *)"Spiral";
|
||||
}
|
||||
|
||||
void start() {
|
||||
// set all counting directions positive for the beginning
|
||||
for (int i = 0; i < timers; i++) multiTimer[i].delta = 1;
|
||||
|
||||
// set range (up/down), speed (takt=ms between steps) and starting point of all oszillators
|
||||
|
||||
unsigned long now = millis();
|
||||
|
||||
multiTimer[0].lastMillis = now;
|
||||
multiTimer[0].takt = 42; //x1
|
||||
multiTimer[0].up = MATRIX_WIDTH - 1;
|
||||
multiTimer[0].down = 0;
|
||||
multiTimer[0].count = 0;
|
||||
|
||||
multiTimer[1].lastMillis = now;
|
||||
multiTimer[1].takt = 55; //y1
|
||||
multiTimer[1].up = MATRIX_HEIGHT - 1;
|
||||
multiTimer[1].down = 0;
|
||||
multiTimer[1].count = 0;
|
||||
|
||||
multiTimer[2].lastMillis = now;
|
||||
multiTimer[2].takt = 3; //color
|
||||
multiTimer[2].up = 255;
|
||||
multiTimer[2].down = 0;
|
||||
multiTimer[2].count = 0;
|
||||
|
||||
multiTimer[3].lastMillis = now;
|
||||
multiTimer[3].takt = 71; //x2
|
||||
multiTimer[3].up = MATRIX_WIDTH - 1;
|
||||
multiTimer[3].down = 0;
|
||||
multiTimer[3].count = 0;
|
||||
|
||||
multiTimer[4].lastMillis = now;
|
||||
multiTimer[4].takt = 89; //y2
|
||||
multiTimer[4].up = MATRIX_HEIGHT - 1;
|
||||
multiTimer[4].down = 0;
|
||||
multiTimer[4].count = 0;
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
// manage the Oszillators
|
||||
UpdateTimers();
|
||||
|
||||
// draw just a line defined by 5 oszillators
|
||||
effects.BresenhamLine(
|
||||
multiTimer[3].count, // x1
|
||||
multiTimer[4].count, // y1
|
||||
multiTimer[0].count, // x2
|
||||
multiTimer[1].count, // y2
|
||||
multiTimer[2].count); // color
|
||||
|
||||
// manipulate the screen buffer
|
||||
// with fixed parameters (could be oszillators too)
|
||||
// Params: center x, y, radius, scale color down
|
||||
// --> NOTE: Affects always a SQUARE with an odd length
|
||||
// effects.SpiralStream(15, 15, 10, 128);
|
||||
|
||||
effects.SpiralStream(31, 15, 64, 128); // for 64 pixel wide matrix!
|
||||
// effects.SpiralStream(47, 15, 10, 128); // for 64 pixel wide matrix!
|
||||
|
||||
// why not several times?!
|
||||
// effects.SpiralStream(16, 6, 6, 128);
|
||||
// effects.SpiralStream(10, 24, 10, 128);
|
||||
|
||||
// increase the contrast
|
||||
effects.DimAll(250); effects.ShowFrame();
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
107
examples/AuroraDemo/PatternSpiro.h
Normal file
107
examples/AuroraDemo/PatternSpiro.h
Normal file
|
@ -0,0 +1,107 @@
|
|||
/*
|
||||
* 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 PatternSpiro_H
|
||||
|
||||
class PatternSpiro : public Drawable {
|
||||
private:
|
||||
byte theta1 = 0;
|
||||
byte theta2 = 0;
|
||||
byte hueoffset = 0;
|
||||
|
||||
uint8_t radiusx = MATRIX_WIDTH / 4;
|
||||
uint8_t radiusy = MATRIX_HEIGHT / 4;
|
||||
uint8_t minx = MATRIX_CENTER_X - radiusx;
|
||||
uint8_t maxx = MATRIX_CENTER_X + radiusx + 1;
|
||||
uint8_t miny = MATRIX_CENTER_Y - radiusy;
|
||||
uint8_t maxy = MATRIX_CENTER_Y + radiusy + 1;
|
||||
|
||||
uint8_t spirocount = 1;
|
||||
uint8_t spirooffset = 256 / spirocount;
|
||||
boolean spiroincrement = false;
|
||||
|
||||
boolean handledChange = false;
|
||||
|
||||
public:
|
||||
PatternSpiro() {
|
||||
name = (char *)"Spiro";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(254); effects.ShowFrame();
|
||||
|
||||
boolean change = false;
|
||||
|
||||
for (int i = 0; i < spirocount; i++) {
|
||||
uint8_t x = mapsin8(theta1 + i * spirooffset, minx, maxx);
|
||||
uint8_t y = mapcos8(theta1 + i * spirooffset, miny, maxy);
|
||||
|
||||
uint8_t x2 = mapsin8(theta2 + i * spirooffset, x - radiusx, x + radiusx);
|
||||
uint8_t y2 = mapcos8(theta2 + i * spirooffset, y - radiusy, y + radiusy);
|
||||
|
||||
CRGB color = effects.ColorFromCurrentPalette(hueoffset + i * spirooffset, 128);
|
||||
effects.leds[XY(x2, y2)] += color;
|
||||
|
||||
if((x2 == MATRIX_CENTER_X && y2 == MATRIX_CENTER_Y) ||
|
||||
(x2 == MATRIX_CENTRE_X && y2 == MATRIX_CENTRE_Y)) change = true;
|
||||
}
|
||||
|
||||
theta2 += 1;
|
||||
|
||||
EVERY_N_MILLIS(25) {
|
||||
theta1 += 1;
|
||||
}
|
||||
|
||||
EVERY_N_MILLIS(100) {
|
||||
if (change && !handledChange) {
|
||||
handledChange = true;
|
||||
|
||||
if (spirocount >= MATRIX_WIDTH || spirocount == 1) spiroincrement = !spiroincrement;
|
||||
|
||||
if (spiroincrement) {
|
||||
if(spirocount >= 4)
|
||||
spirocount *= 2;
|
||||
else
|
||||
spirocount += 1;
|
||||
}
|
||||
else {
|
||||
if(spirocount > 4)
|
||||
spirocount /= 2;
|
||||
else
|
||||
spirocount -= 1;
|
||||
}
|
||||
|
||||
spirooffset = 256 / spirocount;
|
||||
}
|
||||
|
||||
if(!change) handledChange = false;
|
||||
}
|
||||
|
||||
EVERY_N_MILLIS(33) {
|
||||
hueoffset += 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
77
examples/AuroraDemo/PatternSwirl.h
Normal file
77
examples/AuroraDemo/PatternSwirl.h
Normal file
|
@ -0,0 +1,77 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from SmartMatrixSwirl by Mark Kriegsman: https://gist.github.com/kriegsman/5adca44e14ad025e6d3b
|
||||
* https://www.youtube.com/watch?v=bsGBT-50cts
|
||||
* Copyright (c) 2014 Mark Kriegsman
|
||||
*
|
||||
* 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 PatternSwirl_H
|
||||
|
||||
class PatternSwirl : public Drawable {
|
||||
private:
|
||||
const uint8_t borderWidth = 2;
|
||||
|
||||
public:
|
||||
PatternSwirl() {
|
||||
name = (char *)"Swirl";
|
||||
}
|
||||
|
||||
void start() {
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
// Apply some blurring to whatever's already on the matrix
|
||||
// Note that we never actually clear the matrix, we just constantly
|
||||
// blur it repeatedly. Since the blurring is 'lossy', there's
|
||||
// an automatic trend toward black -- by design.
|
||||
uint8_t blurAmount = beatsin8(2, 10, 255);
|
||||
|
||||
#if FASTLED_VERSION >= 3001000
|
||||
blur2d(effects.leds, MATRIX_WIDTH, MATRIX_HEIGHT, blurAmount);
|
||||
#else
|
||||
effects.DimAll(blurAmount);
|
||||
#endif
|
||||
|
||||
// Use two out-of-sync sine waves
|
||||
uint8_t i = beatsin8(27, borderWidth, MATRIX_HEIGHT - borderWidth);
|
||||
uint8_t j = beatsin8(41, borderWidth, MATRIX_WIDTH - borderWidth);
|
||||
// Also calculate some reflections
|
||||
uint8_t ni = (MATRIX_WIDTH - 1) - i;
|
||||
uint8_t nj = (MATRIX_WIDTH - 1) - j;
|
||||
|
||||
// The color of each point shifts over time, each at a different speed.
|
||||
uint16_t ms = millis();
|
||||
effects.leds[XY(i, j)] += effects.ColorFromCurrentPalette(ms / 11);
|
||||
effects.leds[XY(j, i)] += effects.ColorFromCurrentPalette(ms / 13);
|
||||
effects.leds[XY(ni, nj)] += effects.ColorFromCurrentPalette(ms / 17);
|
||||
effects.leds[XY(nj, ni)] += effects.ColorFromCurrentPalette(ms / 29);
|
||||
effects.leds[XY(i, nj)] += effects.ColorFromCurrentPalette(ms / 37);
|
||||
effects.leds[XY(ni, j)] += effects.ColorFromCurrentPalette(ms / 41);
|
||||
|
||||
|
||||
effects.ShowFrame();
|
||||
return 0;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
20
examples/AuroraDemo/PatternTest.h
Normal file
20
examples/AuroraDemo/PatternTest.h
Normal file
|
@ -0,0 +1,20 @@
|
|||
|
||||
#ifndef PatternTest_H
|
||||
#define PatternTest_H
|
||||
|
||||
class PatternTest : public Drawable {
|
||||
private:
|
||||
|
||||
public:
|
||||
PatternTest() {
|
||||
name = (char *)"Test Pattern";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
matrix.fillScreen(matrix.color565(128, 0, 0));
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
120
examples/AuroraDemo/PatternWave.h
Normal file
120
examples/AuroraDemo/PatternWave.h
Normal file
|
@ -0,0 +1,120 @@
|
|||
/*
|
||||
* 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 PatternWave_H
|
||||
#define PatternWave_H
|
||||
|
||||
class PatternWave : public Drawable {
|
||||
private:
|
||||
byte thetaUpdate = 0;
|
||||
byte thetaUpdateFrequency = 0;
|
||||
byte theta = 0;
|
||||
|
||||
byte hueUpdate = 0;
|
||||
byte hueUpdateFrequency = 0;
|
||||
byte hue = 0;
|
||||
|
||||
byte rotation = 0;
|
||||
|
||||
uint8_t scale = 256 / MATRIX_WIDTH;
|
||||
|
||||
uint8_t maxX = MATRIX_WIDTH - 1;
|
||||
uint8_t maxY = MATRIX_HEIGHT - 1;
|
||||
|
||||
uint8_t waveCount = 1;
|
||||
|
||||
public:
|
||||
PatternWave() {
|
||||
name = (char *)"Wave";
|
||||
}
|
||||
|
||||
void start() {
|
||||
rotation = random(0, 4);
|
||||
waveCount = random(1, 3);
|
||||
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
int n = 0;
|
||||
|
||||
switch (rotation) {
|
||||
case 0:
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
n = quadwave8(x * 2 + theta) / scale;
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, n, effects.ColorFromCurrentPalette(x + hue));
|
||||
if (waveCount == 2)
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, maxY - n, effects.ColorFromCurrentPalette(x + hue));
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
n = quadwave8(y * 2 + theta) / scale;
|
||||
effects.drawBackgroundFastLEDPixelCRGB(n, y, effects.ColorFromCurrentPalette(y + hue));
|
||||
if (waveCount == 2)
|
||||
effects.drawBackgroundFastLEDPixelCRGB(maxX - n, y, effects.ColorFromCurrentPalette(y + hue));
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
for (int x = 0; x < MATRIX_WIDTH; x++) {
|
||||
n = quadwave8(x * 2 - theta) / scale;
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, n, effects.ColorFromCurrentPalette(x + hue));
|
||||
if (waveCount == 2)
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, maxY - n, effects.ColorFromCurrentPalette(x + hue));
|
||||
}
|
||||
break;
|
||||
|
||||
case 3:
|
||||
for (int y = 0; y < MATRIX_HEIGHT; y++) {
|
||||
n = quadwave8(y * 2 - theta) / scale;
|
||||
effects.drawBackgroundFastLEDPixelCRGB(n, y, effects.ColorFromCurrentPalette(y + hue));
|
||||
if (waveCount == 2)
|
||||
effects.drawBackgroundFastLEDPixelCRGB(maxX - n, y, effects.ColorFromCurrentPalette(y + hue));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
effects.DimAll(254);
|
||||
effects.ShowFrame();
|
||||
|
||||
if (thetaUpdate >= thetaUpdateFrequency) {
|
||||
thetaUpdate = 0;
|
||||
theta++;
|
||||
}
|
||||
else {
|
||||
thetaUpdate++;
|
||||
}
|
||||
|
||||
if (hueUpdate >= hueUpdateFrequency) {
|
||||
hueUpdate = 0;
|
||||
hue++;
|
||||
}
|
||||
else {
|
||||
hueUpdate++;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
298
examples/AuroraDemo/Patterns.h
Normal file
298
examples/AuroraDemo/Patterns.h
Normal file
|
@ -0,0 +1,298 @@
|
|||
/*
|
||||
* 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 Patterns_H
|
||||
#define Patterns_H
|
||||
|
||||
#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
|
||||
|
||||
#include "Vector.h"
|
||||
#include "Boid.h"
|
||||
#include "Attractor.h"
|
||||
|
||||
/*
|
||||
* Note from mrfaptastic:
|
||||
*
|
||||
* Commented out patterns are due to the fact they either didn't work properly with a non-square display,
|
||||
* or from my personal opinion, are crap.
|
||||
*/
|
||||
|
||||
#include "PatternTest.h"
|
||||
//#include "PatternNoiseSmearing.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternSpiro.h"
|
||||
#include "PatternRadar.h"
|
||||
#include "PatternSwirl.h"
|
||||
#include "PatternPendulumWave.h"
|
||||
#include "PatternFlowField.h"
|
||||
#include "PatternIncrementalDrift.h"
|
||||
//#include "PatternIncrementalDrift2.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternMunch.h"
|
||||
#include "PatternElectricMandala.h"
|
||||
//#include "PatternSpin.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternSimplexNoise.h"
|
||||
#include "PatternWave.h"
|
||||
#include "PatternAttract.h"
|
||||
//#include "PatternBounce.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternFlock.h"
|
||||
#include "PatternInfinity.h"
|
||||
#include "PatternPlasma.h"
|
||||
#include "PatternSnake.h"
|
||||
//#include "PatternInvaders.h" // Doesn't seem to work, omitting.
|
||||
//#include "PatternCube.h" // Doesn't seem to work, omitting.
|
||||
//#include "PatternFire.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternLife.h"
|
||||
#include "PatternMaze.h"
|
||||
//#include "PatternPulse.h" // Doesn't seem to work, omitting.
|
||||
//#include "PatternSpark.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternSpiral.h"
|
||||
|
||||
class Patterns : public Playlist {
|
||||
private:
|
||||
PatternTest patternTest;
|
||||
// PatternRainbowFlag rainbowFlag; // doesn't work
|
||||
// PatternPaletteSmear paletteSmear;
|
||||
// PatternMultipleStream multipleStream; // doesn't work
|
||||
// PatternMultipleStream2 multipleStream2; // doesn't work
|
||||
// PatternMultipleStream3 multipleStream3; // doesn't work
|
||||
// PatternMultipleStream4 multipleStream4; // doesn't work
|
||||
// PatternMultipleStream5 multipleStream5; // doesn't work
|
||||
// PatternMultipleStream8 multipleStream8; // doesn't work
|
||||
PatternSpiro spiro;
|
||||
// PatternRadar radar;
|
||||
PatternSwirl swirl;
|
||||
PatternPendulumWave pendulumWave;
|
||||
PatternFlowField flowField;
|
||||
PatternIncrementalDrift incrementalDrift;
|
||||
// PatternIncrementalDrift2 incrementalDrift2;
|
||||
PatternMunch munch;
|
||||
PatternElectricMandala electricMandala;
|
||||
// PatternSpin spin;
|
||||
PatternSimplexNoise simplexNoise;
|
||||
PatternWave wave;
|
||||
PatternAttract attract;
|
||||
// PatternBounce bounce;
|
||||
PatternFlock flock;
|
||||
PatternInfinity infinity;
|
||||
PatternPlasma plasma;
|
||||
// PatternInvadersSmall invadersSmall;
|
||||
// PatternInvadersMedium invadersMedium;
|
||||
// PatternInvadersLarge invadersLarge;
|
||||
PatternSnake snake;
|
||||
// PatternCube cube;
|
||||
// PatternFire fire;
|
||||
PatternLife life;
|
||||
PatternMaze maze;
|
||||
// PatternPulse pulse;
|
||||
// PatternSpark spark;
|
||||
PatternSpiral spiral;
|
||||
|
||||
int currentIndex = 0;
|
||||
Drawable* currentItem;
|
||||
|
||||
int getCurrentIndex() {
|
||||
return currentIndex;
|
||||
}
|
||||
|
||||
//const static int PATTERN_COUNT = 37;
|
||||
|
||||
const static int PATTERN_COUNT = 17;
|
||||
|
||||
Drawable* shuffledItems[PATTERN_COUNT];
|
||||
|
||||
Drawable* items[PATTERN_COUNT] = {
|
||||
// &patternTest, // ok
|
||||
&spiro, // cool
|
||||
// &paletteSmear, // fail
|
||||
// &multipleStream, // fail
|
||||
// &multipleStream8,// fail
|
||||
// &multipleStream5,// fail
|
||||
// &multipleStream3,// fail
|
||||
// &radar, // fail
|
||||
// &multipleStream4, // fail
|
||||
// &multipleStream2, // fail
|
||||
&life, // ok
|
||||
&flowField,
|
||||
&pendulumWave, //11 ok
|
||||
&incrementalDrift, //12 ok
|
||||
// &incrementalDrift2, // 13 fail
|
||||
&munch, // 14 ok
|
||||
&electricMandala, // 15 ok
|
||||
// &spin, // 16 ok but repeditivev
|
||||
&simplexNoise, // 17 - cool!
|
||||
&wave, // 18 ok
|
||||
// &rainbowFlag, //20 // fail
|
||||
&attract, // 21 ok
|
||||
&swirl, // 22
|
||||
// &bounce, // boncing line crap
|
||||
&flock, // works
|
||||
&infinity, // works
|
||||
&plasma, // works
|
||||
// &invadersSmall, // works ish
|
||||
// &invadersMedium, // fail
|
||||
// &invadersLarge, // fail
|
||||
&snake, // ok
|
||||
// &cube, // works ish
|
||||
// &fire, // ok ish
|
||||
&maze, // ok
|
||||
// &pulse,// fail
|
||||
// &spark, // same as fire
|
||||
&spiral, // ok
|
||||
};
|
||||
|
||||
public:
|
||||
Patterns() {
|
||||
// add the items to the shuffledItems array
|
||||
for (int a = 0; a < PATTERN_COUNT; a++) {
|
||||
shuffledItems[a] = items[a];
|
||||
}
|
||||
|
||||
shuffleItems();
|
||||
|
||||
this->currentItem = items[0];
|
||||
this->currentItem->start();
|
||||
}
|
||||
|
||||
char* Drawable::name = (char *)"Patterns";
|
||||
|
||||
void stop() {
|
||||
if (currentItem)
|
||||
currentItem->stop();
|
||||
}
|
||||
|
||||
void start() {
|
||||
if (currentItem)
|
||||
currentItem->start();
|
||||
}
|
||||
|
||||
void move(int step) {
|
||||
currentIndex += step;
|
||||
|
||||
if (currentIndex >= PATTERN_COUNT) currentIndex = 0;
|
||||
else if (currentIndex < 0) currentIndex = PATTERN_COUNT - 1;
|
||||
|
||||
if (effects.paletteIndex == effects.RandomPaletteIndex)
|
||||
effects.RandomPalette();
|
||||
|
||||
moveTo(currentIndex);
|
||||
|
||||
//if (!isTimeAvailable && currentItem == &analogClock)
|
||||
// move(step);
|
||||
}
|
||||
|
||||
void moveRandom(int step) {
|
||||
currentIndex += step;
|
||||
|
||||
if (currentIndex >= PATTERN_COUNT) currentIndex = 0;
|
||||
else if (currentIndex < 0) currentIndex = PATTERN_COUNT - 1;
|
||||
|
||||
if (effects.paletteIndex == effects.RandomPaletteIndex)
|
||||
effects.RandomPalette();
|
||||
|
||||
if (currentItem)
|
||||
currentItem->stop();
|
||||
|
||||
currentItem = shuffledItems[currentIndex];
|
||||
|
||||
if (currentItem)
|
||||
currentItem->start();
|
||||
|
||||
// if (!isTimeAvailable && currentItem == &analogClock)
|
||||
// moveRandom(step);
|
||||
}
|
||||
|
||||
void shuffleItems() {
|
||||
for (int a = 0; a < PATTERN_COUNT; a++)
|
||||
{
|
||||
int r = random(a, PATTERN_COUNT);
|
||||
Drawable* temp = shuffledItems[a];
|
||||
shuffledItems[a] = shuffledItems[r];
|
||||
shuffledItems[r] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
unsigned int drawFrame() {
|
||||
return currentItem->drawFrame();
|
||||
}
|
||||
|
||||
void listPatterns() {
|
||||
Serial.println(F("{"));
|
||||
Serial.print(F(" \"count\": "));
|
||||
Serial.print(PATTERN_COUNT);
|
||||
Serial.println(",");
|
||||
Serial.println(F(" \"results\": ["));
|
||||
|
||||
for (int i = 0; i < PATTERN_COUNT; i++) {
|
||||
Serial.print(F(" \""));
|
||||
Serial.print(i, DEC);
|
||||
Serial.print(F(": "));
|
||||
Serial.print(items[i]->name);
|
||||
if (i == PATTERN_COUNT - 1)
|
||||
Serial.println(F("\""));
|
||||
else
|
||||
Serial.println(F("\","));
|
||||
}
|
||||
|
||||
Serial.println(" ]");
|
||||
Serial.println("}");
|
||||
}
|
||||
|
||||
char * getCurrentPatternName()
|
||||
{
|
||||
return currentItem->name;
|
||||
}
|
||||
|
||||
void moveTo(int index) {
|
||||
if (currentItem)
|
||||
currentItem->stop();
|
||||
|
||||
currentIndex = index;
|
||||
|
||||
currentItem = items[currentIndex];
|
||||
|
||||
if (currentItem)
|
||||
currentItem->start();
|
||||
}
|
||||
|
||||
bool setPattern(String name) {
|
||||
for (int i = 0; i < PATTERN_COUNT; i++) {
|
||||
if (name.compareTo(items[i]->name) == 0) {
|
||||
moveTo(i);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool setPattern(int index) {
|
||||
if (index >= PATTERN_COUNT || index < 0)
|
||||
return false;
|
||||
|
||||
moveTo(index);
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
39
examples/AuroraDemo/Playlist.h
Normal file
39
examples/AuroraDemo/Playlist.h
Normal file
|
@ -0,0 +1,39 @@
|
|||
/*
|
||||
* 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 Playlist_H
|
||||
#define Playlist_H
|
||||
|
||||
class Playlist : public Drawable {
|
||||
public:
|
||||
virtual bool isPlaylist() {
|
||||
return true;
|
||||
}
|
||||
|
||||
boolean isCurrentItemFinished = true;
|
||||
|
||||
virtual void move(int step) = 0;
|
||||
virtual void moveRandom(int step) = 0;
|
||||
virtual int getCurrentIndex();
|
||||
};
|
||||
|
||||
#endif
|
6
examples/AuroraDemo/README.md
Normal file
6
examples/AuroraDemo/README.md
Normal file
|
@ -0,0 +1,6 @@
|
|||
A port of Aurora visualisations
|
||||
======
|
||||
|
||||
Not all of the visualisations have been ported. About 17 of 37 work, or have been included as I think they look best.
|
||||
|
||||
Original source: https://github.com/pixelmatix/aurora
|
169
examples/AuroraDemo/Vector.h
Normal file
169
examples/AuroraDemo/Vector.h
Normal file
|
@ -0,0 +1,169 @@
|
|||
/*
|
||||
* 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 Vector_H
|
||||
#define Vector_H
|
||||
|
||||
template <class T>
|
||||
class Vector2 {
|
||||
public:
|
||||
T x, y;
|
||||
|
||||
Vector2() :x(0), y(0) {}
|
||||
Vector2(T x, T y) : x(x), y(y) {}
|
||||
Vector2(const Vector2& v) : x(v.x), y(v.y) {}
|
||||
|
||||
Vector2& operator=(const Vector2& v) {
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool isEmpty() {
|
||||
return x == 0 && y == 0;
|
||||
}
|
||||
|
||||
bool operator==(Vector2& v) {
|
||||
return x == v.x && y == v.y;
|
||||
}
|
||||
|
||||
bool operator!=(Vector2& v) {
|
||||
return !(x == y);
|
||||
}
|
||||
|
||||
Vector2 operator+(Vector2& v) {
|
||||
return Vector2(x + v.x, y + v.y);
|
||||
}
|
||||
Vector2 operator-(Vector2& v) {
|
||||
return Vector2(x - v.x, y - v.y);
|
||||
}
|
||||
|
||||
Vector2& operator+=(Vector2& v) {
|
||||
x += v.x;
|
||||
y += v.y;
|
||||
return *this;
|
||||
}
|
||||
Vector2& operator-=(Vector2& v) {
|
||||
x -= v.x;
|
||||
y -= v.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector2 operator+(double s) {
|
||||
return Vector2(x + s, y + s);
|
||||
}
|
||||
Vector2 operator-(double s) {
|
||||
return Vector2(x - s, y - s);
|
||||
}
|
||||
Vector2 operator*(double s) {
|
||||
return Vector2(x * s, y * s);
|
||||
}
|
||||
Vector2 operator/(double s) {
|
||||
return Vector2(x / s, y / s);
|
||||
}
|
||||
|
||||
Vector2& operator+=(double s) {
|
||||
x += s;
|
||||
y += s;
|
||||
return *this;
|
||||
}
|
||||
Vector2& operator-=(double s) {
|
||||
x -= s;
|
||||
y -= s;
|
||||
return *this;
|
||||
}
|
||||
Vector2& operator*=(double s) {
|
||||
x *= s;
|
||||
y *= s;
|
||||
return *this;
|
||||
}
|
||||
Vector2& operator/=(double s) {
|
||||
x /= s;
|
||||
y /= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
void set(T x, T y) {
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
}
|
||||
|
||||
void rotate(double deg) {
|
||||
double theta = deg / 180.0 * M_PI;
|
||||
double c = cos(theta);
|
||||
double s = sin(theta);
|
||||
double tx = x * c - y * s;
|
||||
double ty = x * s + y * c;
|
||||
x = tx;
|
||||
y = ty;
|
||||
}
|
||||
|
||||
Vector2& normalize() {
|
||||
if (length() == 0) return *this;
|
||||
*this *= (1.0 / length());
|
||||
return *this;
|
||||
}
|
||||
|
||||
float dist(Vector2 v) const {
|
||||
Vector2 d(v.x - x, v.y - y);
|
||||
return d.length();
|
||||
}
|
||||
float length() const {
|
||||
return sqrt(x * x + y * y);
|
||||
}
|
||||
|
||||
float mag() const {
|
||||
return length();
|
||||
}
|
||||
|
||||
float magSq() {
|
||||
return (x * x + y * y);
|
||||
}
|
||||
|
||||
void truncate(double length) {
|
||||
double angle = atan2f(y, x);
|
||||
x = length * cos(angle);
|
||||
y = length * sin(angle);
|
||||
}
|
||||
|
||||
Vector2 ortho() const {
|
||||
return Vector2(y, -x);
|
||||
}
|
||||
|
||||
static float dot(Vector2 v1, Vector2 v2) {
|
||||
return v1.x * v2.x + v1.y * v2.y;
|
||||
}
|
||||
static float cross(Vector2 v1, Vector2 v2) {
|
||||
return (v1.x * v2.y) - (v1.y * v2.x);
|
||||
}
|
||||
|
||||
void limit(float max) {
|
||||
if (magSq() > max*max) {
|
||||
normalize();
|
||||
*this *= max;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
typedef Vector2<float> PVector;
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue