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/*
Festival Stick is a dense corkscrew of LEDs that is wrapped around one end of
a wooden walking stick commonly found on amazon.A0
The UI screenmap projects this cork screw into polar coordinates, so that the LEDs are
mapped to a sprial, with the inner portion of the spiral being the top, the outer
most portion being the bottom.
*/
#include "fl/assert.h"
#include "fl/screenmap.h"
#include "fl/warn.h"
#include "noise.h"
#include <FastLED.h>
// #include "vec3.h"
using namespace fl;
// Power management settings
#define VOLTS 5
#define MAX_AMPS 1
#define PIN_DATA 9
#define PIN_CLOCK 7
// Pin could have been tied to ground, instead it's tied to another pin.
#define PIN_BUTTON 1
#define PIN_GRND 2
#define NUM_LEDS 288
// #define CM_BETWEEN_LEDS 1.0 // 1cm between LEDs
// #define CM_LED_DIAMETER 0.5 // 0.5cm LED diameter
UITitle festivalStickTitle("Festival Stick");
UIDescription festivalStickDescription(
"Take a wooden walking stick, wrap dense LEDs around it like a corkscrew. Super simple but very awesome looking."
"This assumes the dense 144 LEDs / meter.");
UISlider ledsScale("Leds scale", 0.1f, 0.1f, 1.0f, 0.01f);
UIButton button("Button");
CRGB leds[NUM_LEDS];
// fl::vector<vec3f>
struct corkscrew_args {
int num_leds = NUM_LEDS;
float leds_per_turn = 15.5;
float width_cm = 1.0;
};
fl::vector<vec3f> makeCorkScrew(corkscrew_args args = corkscrew_args()) {
// int num_leds, float leds_per_turn, float width_cm
int num_leds = args.num_leds;
float leds_per_turn = args.leds_per_turn;
float width_cm = args.width_cm;
const float circumference = leds_per_turn;
const float radius = circumference / (2.0 * PI); // radius in mm
const float angle_per_led = 2.0 * PI / leds_per_turn; // degrees per LED
const float total_angle_radians = angle_per_led * num_leds;
const float total_turns = total_angle_radians / (2.0 * PI); // total turns
const float height_per_turn_cm = width_cm; // 10cm height per turn
const float height_per_led =
height_per_turn_cm /
leds_per_turn; // this is the changing height per led.
const float total_height =
height_per_turn_cm * total_turns; // total height of the corkscrew
fl::vector<vec3f> out;
for (int i = 0; i < num_leds; i++) {
float angle = i * angle_per_led; // angle in radians
float height = (i / leds_per_turn) * height_per_turn_cm; // height in cm
// Calculate the x, y, z coordinates for the corkscrew
float x = radius * cos(angle); // x coordinate
float z = radius * sin(angle); // y coordinate
float y = height; // z coordinate
// Store the 3D coordinates in the vector
vec3f led_position(x, y, z);
// screenMap.set(i, led_position);
out.push_back(led_position);
}
return out;
}
fl::ScreenMap makeScreenMap(corkscrew_args args = corkscrew_args()) {
// Create a ScreenMap for the corkscrew
fl::vector<vec2f> points(args.num_leds);
int num_leds = args.num_leds;
float leds_per_turn = args.leds_per_turn;
float width_cm = args.width_cm;
const float circumference = leds_per_turn;
const float radius = circumference / (2.0 * PI); // radius in mm
const float angle_per_led = 2.0 * PI / leds_per_turn; // degrees per LED
const float height_per_turn_cm = width_cm; // 10cm height per turn
const float height_per_led =
height_per_turn_cm /
leds_per_turn * 1.3; // this is the changing height per led.
for (int i = 0; i < num_leds; i++) {
float angle = i * angle_per_led; // angle in radians
float r = radius + 10 + i * height_per_led; // height in cm
// Calculate the x, y coordinates for the corkscrew
float x = r * cos(angle); // x coordinate
float y = r * sin(angle); // y coordinate
// Store the 2D coordinates in the vector
points[i] = vec2f(x, y);
}
FASTLED_WARN("Creating ScreenMap with:\n" << points);
// Create a ScreenMap from the points
fl::ScreenMap screenMap(points.data(), num_leds, .5);
return screenMap;
}
// Create a corkscrew with:
// - 30cm total length (300mm)
// - 5cm width (50mm)
// - 2mm LED inner diameter
// - 24 LEDs per turn
// fl::ScreenMap screenMap = makeCorkScrew(NUM_LEDS,
// 300.0f, 50.0f, 2.0f, 24.0f);
corkscrew_args args = corkscrew_args();
fl::vector<vec3f> mapCorkScrew = makeCorkScrew(args);
fl::ScreenMap screenMap;
CLEDController* addController() {
CLEDController* controller = &FastLED.addLeds<APA102HD, PIN_DATA, PIN_CLOCK, BGR>(leds, NUM_LEDS);
return controller;
}
void setup() {
pinMode(PIN_GRND, OUTPUT);
digitalWrite(PIN_GRND, LOW); // Set ground pin to low
button.addRealButton(Button(PIN_BUTTON));
screenMap = makeScreenMap(args);
//screenMap = ScreenMap::Circle(NUM_LEDS, 1.5f, 0.5f, 1.0f);
auto controller = addController();
// Set the screen map for the controller
controller->setScreenMap(screenMap);
// Set power management. This allows this festival stick to conformatable
// run on any USB battery that can output at least 1A at 5V.
// Keep in mind that this sketch is designed to use APA102HD mode, which will
// result in even lowwer run power consumption, since the power mode does not take
// into account the APA102HD gamma correction. However it is still a correct upper bound
// that will match the ledset exactly when the display tries to go full white.
FastLED.setMaxPowerInVoltsAndMilliamps(VOLTS, MAX_AMPS * 1000);
button.onChanged([](UIButton& but) {
// This function is called when the button is pressed
// If the button is pressed, show the generative pattern
if (but.isPressed()) {
FASTLED_WARN("Button pressed");
} else {
FASTLED_WARN("NOT Button pressed");
}
});
}
void showGenerative(uint32_t now) {
// This function is called to show the generative pattern
for (int i = 0; i < NUM_LEDS; i++) {
// Get the 2D position of this LED from the screen map
fl::vec3f pos = mapCorkScrew[i];
float x = pos.x;
float y = pos.y;
float z = pos.z;
x*= 20.0f * ledsScale.value();
y*= 20.0f * ledsScale.value();
z*= 20.0f * ledsScale.value();
uint16_t noise_value = inoise16(x,y,z, now / 100);
// Normalize the noise value to 0-255
uint8_t brightness = map(noise_value, 0, 65535, 0, 255);
// Create a hue that changes with position and time
uint8_t sat = int32_t((x * 10 + y * 5 + now / 5)) % 256;
// Set the color
leds[i] = CHSV(170, sat, fl::clamp(255- sat, 64, 255));
}
}
void loop() {
uint32_t now = millis();
fl::clear(leds);
showGenerative(now);
FastLED.show();
}