/* * 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 < VPANEL_W; x++) { // Step 1. Cool down every cell a little for (int y = 0; y < VPANEL_H; y++) { int xy = XY16(x, y); heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / VPANEL_H) + 2)); } // Step 2. Heat from each cell drifts 'up' and diffuses a little for (int y = 0; y < VPANEL_H; y++) { heat[XY16(x, y)] = (heat[XY16(x, y + 1)] + heat[XY16(x, y + 2)] + heat[XY16(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 = XY16(x, VPANEL_H - 1); heat[xy] = qadd8(heat[xy], random8(160, 255)); } // Step 4. Map from heat cells to LED colors for (int y = 0; y < VPANEL_H; y++) { int xy = XY16(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