/* * 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