105 lines
3.3 KiB
C++
105 lines
3.3 KiB
C++
#include <FastLED.h>
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#define LED_PIN 5
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#define COLOR_ORDER GRB
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#define CHIPSET WS2811
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#define NUM_LEDS 30
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#define BRIGHTNESS 200
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#define FRAMES_PER_SECOND 60
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bool gReverseDirection = false;
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CRGB leds[NUM_LEDS];
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void setup() {
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delay(3000); // sanity delay
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FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip );
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FastLED.setBrightness( BRIGHTNESS );
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}
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void loop()
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{
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// Add entropy to random number generator; we use a lot of it.
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// random16_add_entropy( random());
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Fire2012(); // run simulation frame
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FastLED.show(); // display this frame
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FastLED.delay(1000 / FRAMES_PER_SECOND);
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}
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// Fire2012 by Mark Kriegsman, July 2012
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// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY
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////
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// This basic one-dimensional 'fire' simulation works roughly as follows:
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// There's a underlying array of 'heat' cells, that model the temperature
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// at each point along the line. Every cycle through the simulation,
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// four steps are performed:
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// 1) All cells cool down a little bit, losing heat to the air
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// 2) The heat from each cell drifts 'up' and diffuses a little
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// 3) Sometimes randomly new 'sparks' of heat are added at the bottom
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// 4) The heat from each cell is rendered as a color into the leds array
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// The heat-to-color mapping uses a black-body radiation approximation.
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//
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// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot).
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//
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// This simulation scales it self a bit depending on NUM_LEDS; it should look
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// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
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//
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// I recommend running this simulation at anywhere from 30-100 frames per second,
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// meaning an interframe delay of about 10-35 milliseconds.
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//
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// Looks best on a high-density LED setup (60+ pixels/meter).
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//
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//
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// There are two main parameters you can play with to control the look and
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// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
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// in step 3 above).
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//
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// COOLING: How much does the air cool as it rises?
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// Less cooling = taller flames. More cooling = shorter flames.
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// Default 50, suggested range 20-100
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#define COOLING 55
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// SPARKING: What chance (out of 255) is there that a new spark will be lit?
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// Higher chance = more roaring fire. Lower chance = more flickery fire.
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// Default 120, suggested range 50-200.
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#define SPARKING 120
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void Fire2012()
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{
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// Array of temperature readings at each simulation cell
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static byte heat[NUM_LEDS];
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// Step 1. Cool down every cell a little
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for( int i = 0; i < NUM_LEDS; i++) {
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heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2));
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}
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// Step 2. Heat from each cell drifts 'up' and diffuses a little
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for( int k= NUM_LEDS - 1; k >= 2; k--) {
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heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3;
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}
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// Step 3. Randomly ignite new 'sparks' of heat near the bottom
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if( random8() < SPARKING ) {
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int y = random8(7);
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heat[y] = qadd8( heat[y], random8(160,255) );
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}
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// Step 4. Map from heat cells to LED colors
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for( int j = 0; j < NUM_LEDS; j++) {
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CRGB color = HeatColor( heat[j]);
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int pixelnumber;
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if( gReverseDirection ) {
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pixelnumber = (NUM_LEDS-1) - j;
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} else {
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pixelnumber = j;
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}
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leds[pixelnumber] = color;
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}
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}
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