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FireBarbiePink.h
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189 lines (169 loc) · 6.24 KB
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// torch parameters
uint16_t cycle_waitFireBarbiePink = 1; // 0..255
byte flame_minFireBarbiePink = 100; // 0..255
byte flame_maxFireBarbiePink = 220; // 0..255
byte random_spark_probabilityFireBarbiePink = 2; // 0..100
byte spark_minFireBarbiePink = 200; // 0..255
byte spark_maxFireBarbiePink = 255; // 0..255
byte spark_tfrFireBarbiePink = 40; // 0..256 how much energy is transferred up for a spark per cycle
uint16_t spark_capFireBarbiePink = 200; // 0..255: spark cells: how much energy is retained from previous cycle
uint16_t up_radFireBarbiePink = 40; // up speed
uint16_t side_radFireBarbiePink = 35; // sidewards radiation
uint16_t heat_capFireBarbiePink = 0; // 0..255: passive cells: how much energy is retained from previous cycle
byte red_bgFireBarbiePink = 0;
byte green_bgFireBarbiePink = 0;
byte blue_bgFireBarbiePink = 0;
byte red_biasFireBarbiePink = 218;
byte green_biasFireBarbiePink = 24;
byte blue_biasFireBarbiePink = 132;
int red_energyFireBarbiePink = 255;
int green_energyFireBarbiePink = 0;
int blue_energyFireBarbiePink = 255;
byte upside_downFireBarbiePink = 0; // Invert effect. 0 disabled / 1 enabled
// torch mode
#define numLeds NUM_LEDS
#define ledsPerLevel MATRIX_WIDTH
#define levels MATRIX_HEIGHT
byte currentEnergyFireBarbiePink[numLeds]; // current energy level
byte nextEnergyFireBarbiePink[numLeds]; // next energy level
byte energyModeFireBarbiePink[numLeds]; // mode how energy is calculated for this point
enum {
torch_passiveFireBarbiePink = 1, // just environment, glow from nearby radiation
torch_nopFireBarbiePink = 1, // no processing
torch_sparkFireBarbiePink= 2, // slowly looses energy, moves up
torch_sparkFireBarbiePink_temp = 3, // a spark still getting energy from the level below
};
inline void reduceFireBarbiePink(byte &aByte, byte aAmount, byte aMin = 0)
{
int r = aByte-aAmount;
if (r<aMin)
aByte = aMin;
else
aByte = (byte)r;
}
inline void increaseFireBarbiePink(byte &aByte, byte aAmount, byte aMax = 255)
{
int r = aByte+aAmount;
if (r>aMax)
aByte = aMax;
else
aByte = (byte)r;
}
uint16_t randomFireBarbiePink(uint16_t aMinOrMax, uint16_t aMax = 0)
{
if (aMax==0) {
aMax = aMinOrMax;
aMinOrMax = 0;
}
uint32_t r = aMinOrMax;
aMax = aMax - aMinOrMax + 1;
r += rand() % aMax;
return r;
}
void resetEnergyFireBarbiePink()
{
for (int i=0; i<numLeds; i++) {
currentEnergyFireBarbiePink[i] = 0;
nextEnergyFireBarbiePink[i] = 0;
energyModeFireBarbiePink[i] = torch_passiveFireBarbiePink;
}
}
void calcnextEnergyFireBarbiePink()
{
int i = 0;
for (int y=0; y<levels; y++) {
for (int x=0; x<ledsPerLevel; x++) {
byte e = currentEnergyFireBarbiePink[i];
byte m = energyModeFireBarbiePink[i];
switch (m) {
case torch_sparkFireBarbiePink: {
// loose transfer up energy as long as the is any
reduceFireBarbiePink(e, spark_tfrFireBarbiePink);
// cell above is temp spark, sucking up energy from this cell until empty
if (y<levels-1) {
energyModeFireBarbiePink[i+ledsPerLevel] = torch_sparkFireBarbiePink_temp;
}
break;
}
case torch_sparkFireBarbiePink_temp: {
// just getting some energy from below
byte e2 = currentEnergyFireBarbiePink[i-ledsPerLevel];
if (e2<spark_tfrFireBarbiePink) {
// cell below is exhausted, becomes passive
energyModeFireBarbiePink[i-ledsPerLevel] = torch_passiveFireBarbiePink;
// gobble up rest of energy
increaseFireBarbiePink(e, e2);
// loose some overall energy
e = ((int)e*spark_capFireBarbiePink)>>8;
// this cell becomes active spark
energyModeFireBarbiePink[i] = torch_sparkFireBarbiePink;
}
else {
increaseFireBarbiePink(e, spark_tfrFireBarbiePink);
}
break;
}
case torch_passiveFireBarbiePink: {
e = ((int)e*heat_capFireBarbiePink)>>8;
increaseFireBarbiePink(e, ((((int)currentEnergyFireBarbiePink[i-1]+(int)currentEnergyFireBarbiePink[i+1])*side_radFireBarbiePink)>>9) + (((int)currentEnergyFireBarbiePink[i-ledsPerLevel]*up_radFireBarbiePink)>>8));
}
default:
break;
}
nextEnergyFireBarbiePink[i++] = e;
}
}
}
const uint8_t energymapFireBarbiePink[32] = {0, 64, 96, 112, 128, 144, 152, 160, 168, 176, 184, 184, 192, 200, 200, 208, 208, 216, 216, 224, 224, 224, 232, 232, 232, 240, 240, 240, 240, 248, 248, 248};
void calcNextColorsFireBarbiePink()
{
for (int i=0; i<numLeds; i++) {
int ei; // index into energy calculation buffer
if (upside_downFireBarbiePink)
ei = numLeds-i;
else
ei = i;
uint16_t e = nextEnergyFireBarbiePink[ei];
currentEnergyFireBarbiePink[ei] = e;
if (e>250)
leds[i] = CRGB(0, 0, 0); // blueish extra-bright spark
else {
if (e>0) {
// energy to brightness is non-linear
byte eb = energymapFireBarbiePink[e>>3];
byte r = red_biasFireBarbiePink;
byte g = green_biasFireBarbiePink;
byte b = blue_biasFireBarbiePink;
increaseFireBarbiePink(r, (eb*red_energyFireBarbiePink)>>8);
increaseFireBarbiePink(g, (eb*green_energyFireBarbiePink)>>8);
increaseFireBarbiePink(b, (eb*blue_energyFireBarbiePink)>>8);
leds[i] = CRGB(r, g, b);
}
else {
// background, no energy
leds[i] = CRGB(red_bgFireBarbiePink, green_bgFireBarbiePink, blue_bgFireBarbiePink);
}
}
}
}
void injectRandomFireBarbiePink()
{
// random flame energy at bottom row
for (int i=0; i<ledsPerLevel; i++) {
currentEnergyFireBarbiePink[i] = random8(flame_minFireBarbiePink, flame_maxFireBarbiePink);
energyModeFireBarbiePink[i] = torch_nopFireBarbiePink;
}
// random sparks at second row
for (int i=ledsPerLevel; i<2*ledsPerLevel; i++) {
if (energyModeFireBarbiePink[i]!=torch_sparkFireBarbiePink && random8(100)<random_spark_probabilityFireBarbiePink) {
currentEnergyFireBarbiePink[i] = random8(spark_minFireBarbiePink, spark_maxFireBarbiePink);
energyModeFireBarbiePink[i] = torch_sparkFireBarbiePink;
}
}
}
uint16_t FireBarbiePink() {
injectRandomFireBarbiePink();
calcnextEnergyFireBarbiePink();
calcNextColorsFireBarbiePink();
return 1;
}