/* * 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 30; } // show just one layer void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) { for (uint16_t i = 0; i < MATRIX_WIDTH; i++) { for (uint16_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[XY16(i, j)] = pixel; } } } }; #endif