85d0d44891
Based on Aurora code.
100 lines
3 KiB
C++
100 lines
3 KiB
C++
/*
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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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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef PatternSpin_H
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class PatternSpin : public Drawable {
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public:
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PatternSpin() {
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name = (char *)"Spin";
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}
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float degrees = 0;
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float radius = 16;
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float speedStart = 1;
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float velocityStart = 0.6;
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float maxSpeed = 30;
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float speed = speedStart;
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float velocity = velocityStart;
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void start() {
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speed = speedStart;
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velocity = velocityStart;
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degrees = 0;
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}
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unsigned int drawFrame() {
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effects.DimAll(190); effects.ShowFrame();
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CRGB color = effects.ColorFromCurrentPalette(speed * 8);
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// start position
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int x;
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int y;
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// target position
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float targetDegrees = degrees + speed;
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float targetRadians = radians(targetDegrees);
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int targetX = (int) (MATRIX_CENTER_X + radius * cos(targetRadians));
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int targetY = (int) (MATRIX_CENTER_Y - radius * sin(targetRadians));
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float tempDegrees = degrees;
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do{
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float radians = radians(tempDegrees);
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x = (int) (MATRIX_CENTER_X + radius * cos(radians));
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y = (int) (MATRIX_CENTER_Y - radius * sin(radians));
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effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
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effects.drawBackgroundFastLEDPixelCRGB(y, x, color);
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tempDegrees += 1;
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if (tempDegrees >= 360)
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tempDegrees = 0;
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} while (x != targetX || y != targetY);
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degrees += speed;
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// add velocity to the particle each pass around the accelerator
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if (degrees >= 360) {
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degrees = 0;
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speed += velocity;
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if (speed <= speedStart) {
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speed = speedStart;
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velocity *= -1;
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}
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else if (speed > maxSpeed){
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speed = maxSpeed - velocity;
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velocity *= -1;
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}
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}
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return 0;
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}
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};
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#endif
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