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