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libraries/FastLED/examples/FxFire2012/FxFire2012.ino
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libraries/FastLED/examples/FxFire2012/FxFire2012.ino
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/// @brief Simple one-dimensional fire animation function
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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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// 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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#include <FastLED.h>
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#include "fx/1d/fire2012.h"
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#include "fl/screenmap.h"
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using namespace fl;
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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 92
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#define BRIGHTNESS 128
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#define FRAMES_PER_SECOND 30
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#define COOLING 55
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#define SPARKING 120
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#define REVERSE_DIRECTION false
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CRGB leds[NUM_LEDS];
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Fire2012Ptr fire = Fire2012Ptr::New(NUM_LEDS, COOLING, SPARKING, REVERSE_DIRECTION);
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void setup() {
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ScreenMap screenMap = ScreenMap::DefaultStrip(NUM_LEDS, 1.5, .4);
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FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS)
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.setCorrection(TypicalLEDStrip)
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.setScreenMap(screenMap)
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.setRgbw();
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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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fire->draw(Fx::DrawContext(millis(), leds)); // run simulation frame
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FastLED.show(millis()); // display this frame
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FastLED.delay(1000 / FRAMES_PER_SECOND);
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}
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