updated libraries
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libraries/FastLED/examples/FireCylinder/FireCylinder.h
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libraries/FastLED/examples/FireCylinder/FireCylinder.h
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/*
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This demo is best viewed using the FastLED compiler.
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Windows/MacOS binaries: https://github.com/FastLED/FastLED/releases
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Python
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Install: pip install fastled
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Run: fastled <this sketch directory>
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This will compile and preview the sketch in the browser, and enable
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all the UI elements you see below.
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OVERVIEW:
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This sketch creates a fire effect on a cylindrical LED display using Perlin noise.
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Unlike a flat matrix, this cylinder connects the left and right edges (x=0 and x=width-1),
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creating a seamless wrap-around effect. The fire appears to rise from the bottom,
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with colors transitioning from black to red/yellow/white (or other palettes).
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*/
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// Perlin noise fire procedure
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// 16x16 rgb led cylinder demo
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// Exactly the same as the FireMatrix example, but with a cylinder, meaning that the x=0
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// and x = len-1 are connected.
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// This also showcases the inoise16(x,y,z,t) function which handles 3D+time noise effects.
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// Keep in mind that a cylinder is embedded in a 3D space with time being used to add
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// additional noise to the effect.
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// HOW THE CYLINDRICAL FIRE EFFECT WORKS:
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// 1. We use sine and cosine to map the x-coordinate to a circle in 3D space
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// 2. This creates a cylindrical mapping where the left and right edges connect seamlessly
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// 3. We use 4D Perlin noise (x,y,z,t) to generate natural-looking fire patterns
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// 4. The height coordinate controls color fade-out to create the rising fire effect
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// 5. The time dimension adds continuous variation to make the fire look dynamic
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#include "FastLED.h" // Main FastLED library for controlling LEDs
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#include "fl/ui.h" // UI components for the FastLED web compiler (sliders, buttons, etc.)
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#include "fl/xymap.h" // Mapping between 1D LED array and 2D coordinates
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#include "fx/time.h" // Time manipulation utilities for animations
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using namespace fl; // Use the FastLED namespace for convenience
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// Cylinder dimensions - this defines the size of our virtual LED grid
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#define HEIGHT 100 // Number of rows in the cylinder (vertical dimension)
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#define WIDTH 100 // Number of columns in the cylinder (circumference)
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#define SERPENTINE true // Whether the LED strip zigzags back and forth (common in matrix layouts)
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#define BRIGHTNESS 255 // Maximum brightness level (0-255)
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// UI elements that appear in the FastLED web compiler interface:
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UITitle title("FireCylinder Demo"); // Title displayed in the UI
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UIDescription description("This Fire demo wraps around the cylinder. It uses Perlin noise to create a fire effect.");
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// TimeWarp helps control animation speed - it tracks time and allows speed adjustments
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TimeWarp timeScale(0, 1.0f); // Initialize with 0 starting time and 1.0 speed multiplier
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// UI Controls for adjusting the fire effect:
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UISlider scaleXY("Scale", 8, 1, 100, 1); // Controls the overall size of the fire pattern
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UISlider speedY("SpeedY", 1.3, 1, 6, .1); // Controls how fast the fire moves upward
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UISlider scaleX("ScaleX", .3, 0.1, 3, .01); // Controls the horizontal scale (affects the wrap-around)
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UISlider invSpeedZ("Inverse SpeedZ", 20, 1, 100, 1); // Controls how fast the fire pattern changes over time (higher = slower)
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UISlider brightness("Brightness", 255, 0, 255, 1); // Controls overall brightness
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UINumberField palette("Palette", 0, 0, 2); // Selects which color palette to use (0=fire, 1=green, 2=blue)
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// Array to hold all LED color values - one CRGB struct per LED
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CRGB leds[HEIGHT * WIDTH];
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// Color palettes define the gradient of colors used for the fire effect
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// Each entry has the format: position (0-255), R, G, B
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DEFINE_GRADIENT_PALETTE(firepal){
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// Traditional fire palette - transitions from black to red to yellow to white
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0, 0, 0, 0, // black (bottom of fire)
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32, 255, 0, 0, // red (base of flames)
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190, 255, 255, 0, // yellow (middle of flames)
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255, 255, 255, 255 // white (hottest part/tips of flames)
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};
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DEFINE_GRADIENT_PALETTE(electricGreenFirePal){
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// Green fire palette - for a toxic/alien look
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0, 0, 0, 0, // black (bottom)
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32, 0, 70, 0, // dark green (base)
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190, 57, 255, 20, // electric neon green (middle)
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255, 255, 255, 255 // white (hottest part)
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};
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DEFINE_GRADIENT_PALETTE(electricBlueFirePal){
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// Blue fire palette - for a cold/ice fire look
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0, 0, 0, 0, // Black (bottom)
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32, 0, 0, 70, // Dark blue (base)
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128, 20, 57, 255, // Electric blue (middle)
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255, 255, 255, 255 // White (hottest part)
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};
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// Create a mapping between 1D array positions and 2D x,y coordinates
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XYMap xyMap(WIDTH, HEIGHT, SERPENTINE);
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void setup() {
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Serial.begin(115200); // Initialize serial communication for debugging
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// Initialize the LED strip:
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// - NEOPIXEL is the LED type
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// - 3 is the data pin number (for real hardware)
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// - setScreenMap connects our 2D coordinate system to the 1D LED array
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fl::ScreenMap screen_map = xyMap.toScreenMap();
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screen_map.setDiameter(0.1f); // Set the diameter for the cylinder (0.2 cm per LED)
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FastLED.addLeds<NEOPIXEL, 3>(leds, HEIGHT * WIDTH).setScreenMap(screen_map);
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// Apply color correction for more accurate colors on LED strips
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FastLED.setCorrection(TypicalLEDStrip);
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}
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uint8_t getPaletteIndex(uint32_t millis32, int width, int max_width, int height, int max_height,
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uint32_t y_speed) {
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// This function calculates which color to use from our palette for each LED
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// Get the scale factor from the UI slider
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uint16_t scale = scaleXY.as<uint16_t>();
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// Convert width position to an angle (0-255 represents 0-360 degrees)
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// This maps our flat coordinate to a position on a cylinder
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float xf = (float)width / (float)max_width; // Normalized position (0.0 to 1.0)
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uint8_t x = (uint8_t)(xf * 255); // Convert to 0-255 range for trig functions
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// Calculate the sine and cosine of this angle to get 3D coordinates on the cylinder
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uint32_t cosx = cos8(x); // cos8 returns a value 0-255 representing cosine
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uint32_t sinx = sin8(x); // sin8 returns a value 0-255 representing sine
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// Apply scaling to the sine/cosine values
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// This controls how "wide" the noise pattern is around the cylinder
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float trig_scale = scale * scaleX.value();
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cosx *= trig_scale;
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sinx *= trig_scale;
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// Calculate Y coordinate (vertical position) with speed offset for movement
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uint32_t y = height * scale + y_speed;
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// Calculate Z coordinate (time dimension) - controls how the pattern changes over time
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uint16_t z = millis32 / invSpeedZ.as<uint16_t>();
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// Generate 16-bit Perlin noise using our 4D coordinates (x,y,z,t)
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// The << 8 shifts values left by 8 bits (multiplies by 256) to use the full 16-bit range
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// The last parameter (0) could be replaced with another time variable for more variation
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uint16_t noise16 = inoise16(cosx << 8, sinx << 8, y << 8, 0);
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// Convert 16-bit noise to 8-bit by taking the high byte
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uint8_t noise_val = noise16 >> 8;
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// Calculate how much to subtract based on vertical position (height)
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// This creates the fade-out effect from bottom to top
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// The formula maps height from 0 to max_height-1 to a value from 255 to 0
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int8_t subtraction_factor = abs8(height - (max_height - 1)) * 255 /
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(max_height - 1);
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// Subtract the factor from the noise value (with underflow protection)
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// qsub8 is a "saturating subtraction" - it won't go below 0
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return qsub8(noise_val, subtraction_factor);
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}
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CRGBPalette16 getPalette() {
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// This function returns the appropriate color palette based on the UI selection
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switch (palette) {
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case 0:
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return firepal; // Traditional orange/red fire
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case 1:
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return electricGreenFirePal; // Green "toxic" fire
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case 2:
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return electricBlueFirePal; // Blue "cold" fire
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default:
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return firepal; // Default to traditional fire if invalid value
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}
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}
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void loop() {
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// The main program loop that runs continuously
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// Set the overall brightness from the UI slider
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FastLED.setBrightness(brightness);
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// Get the selected color palette
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CRGBPalette16 myPal = getPalette();
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// Get the current time in milliseconds
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uint32_t now = millis();
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// Update the animation speed from the UI slider
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timeScale.setSpeed(speedY);
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// Calculate the current y-offset for animation (makes the fire move)
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uint32_t y_speed = timeScale.update(now);
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// Loop through every LED in our cylindrical matrix
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for (int width = 0; width < WIDTH; width++) {
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for (int height = 0; height < HEIGHT; height++) {
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// Calculate which color to use from our palette for this LED
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// This function handles the cylindrical mapping using sine/cosine
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uint8_t palette_index =
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getPaletteIndex(now, width, WIDTH, height, HEIGHT, y_speed);
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// Get the actual RGB color from the palette
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// BRIGHTNESS ensures we use the full brightness range
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CRGB c = ColorFromPalette(myPal, palette_index, BRIGHTNESS);
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// Convert our 2D coordinates to the 1D array index
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// We use (WIDTH-1)-width and (HEIGHT-1)-height to flip the coordinates
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// This makes the fire appear to rise from the bottom
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int index = xyMap((WIDTH - 1) - width, (HEIGHT - 1) - height);
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// Set the LED color in our array
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leds[index] = c;
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}
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}
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// Send the color data to the actual LEDs
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FastLED.show();
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}
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