ba58902843
Signed-off-by: Emil Muratov <gpm@hotplug.ru>
116 lines
3.4 KiB
C++
116 lines
3.4 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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* Portions of this code are adapted from "Funky Noise" by Stefan Petrick: https://github.com/StefanPetrick/FunkyNoise
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* Copyright (c) 2014 Stefan Petrick
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* http://www.stefan-petrick.de/wordpress_beta
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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 PatternElectricMandala_H
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class PatternElectricMandala : public Drawable {
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private:
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// The coordinates for 16-bit noise spaces.
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#define NUM_LAYERS 1
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// used for the random based animations
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int16_t dx;
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int16_t dy;
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int16_t dz;
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int16_t dsx;
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int16_t dsy;
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public:
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PatternElectricMandala() {
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name = (char *)"ElectricMandala";
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}
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void start() {
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// set to reasonable values to avoid a black out
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noisesmoothing = 200;
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// just any free input pin
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//random16_add_entropy(analogRead(18));
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// fill coordinates with random values
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// set zoom levels
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noise_x = random16();
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noise_y = random16();
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noise_z = random16();
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noise_scale_x = 6000;
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noise_scale_y = 6000;
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// for the random movement
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dx = random8();
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dy = random8();
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dz = random8();
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dsx = random8();
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dsy = random8();
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}
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unsigned int drawFrame() {
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#if FASTLED_VERSION >= 3001000
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// a new parameter set every 15 seconds
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EVERY_N_SECONDS(15) {
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//SetupRandomPalette3();
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dy = random16(500) - 250; // random16(2000) - 1000 is pretty fast but works fine, too
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dx = random16(500) - 250;
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dz = random16(500) - 250;
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noise_scale_x = random16(10000) + 2000;
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noise_scale_y = random16(10000) + 2000;
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}
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#endif
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noise_y += dy;
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noise_x += dx;
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noise_z += dz;
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effects.FillNoise();
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ShowNoiseLayer(0, 1, 0);
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effects.Caleidoscope3();
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effects.Caleidoscope1();
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effects.ShowFrame();
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return 30;
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}
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// show just one layer
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void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
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for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
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for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
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uint8_t color = noise[i][j];
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uint8_t bri = color;
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// assign a color depending on the actual palette
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CRGB pixel = ColorFromPalette(effects.currentPalette, colorrepeat * (color + colorshift), bri);
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effects.leds[XY16(i, j)] = pixel;
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}
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}
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}
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};
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#endif
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