75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
|
|
/// @brief Simple one-dimensional fire animation function
|
|
// Fire2012 by Mark Kriegsman, July 2012
|
|
// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY
|
|
////
|
|
// This basic one-dimensional 'fire' simulation works roughly as follows:
|
|
// There's a underlying array of 'heat' cells, that model the temperature
|
|
// at each point along the line. Every cycle through the simulation,
|
|
// four steps are performed:
|
|
// 1) All cells cool down a little bit, losing heat to the air
|
|
// 2) The heat from each cell drifts 'up' and diffuses a little
|
|
// 3) Sometimes randomly new 'sparks' of heat are added at the bottom
|
|
// 4) The heat from each cell is rendered as a color into the leds array
|
|
// The heat-to-color mapping uses a black-body radiation approximation.
|
|
//
|
|
// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot).
|
|
//
|
|
// This simulation scales it self a bit depending on NUM_LEDS; it should look
|
|
// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
|
|
//
|
|
// I recommend running this simulation at anywhere from 30-100 frames per second,
|
|
// meaning an interframe delay of about 10-35 milliseconds.
|
|
//
|
|
// Looks best on a high-density LED setup (60+ pixels/meter).
|
|
//
|
|
//
|
|
// There are two main parameters you can play with to control the look and
|
|
// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
|
|
// in step 3 above).
|
|
//
|
|
// COOLING: How much does the air cool as it rises?
|
|
// Less cooling = taller flames. More cooling = shorter flames.
|
|
// Default 50, suggested range 20-100
|
|
|
|
// SPARKING: What chance (out of 255) is there that a new spark will be lit?
|
|
// Higher chance = more roaring fire. Lower chance = more flickery fire.
|
|
// Default 120, suggested range 50-200.
|
|
|
|
#include <FastLED.h>
|
|
#include "fx/1d/fire2012.h"
|
|
#include "fl/screenmap.h"
|
|
|
|
using namespace fl;
|
|
|
|
#define LED_PIN 5
|
|
#define COLOR_ORDER GRB
|
|
#define CHIPSET WS2811
|
|
#define NUM_LEDS 92
|
|
|
|
#define BRIGHTNESS 128
|
|
#define FRAMES_PER_SECOND 30
|
|
#define COOLING 55
|
|
#define SPARKING 120
|
|
#define REVERSE_DIRECTION false
|
|
|
|
CRGB leds[NUM_LEDS];
|
|
Fire2012Ptr fire = Fire2012Ptr::New(NUM_LEDS, COOLING, SPARKING, REVERSE_DIRECTION);
|
|
|
|
void setup() {
|
|
ScreenMap screenMap = ScreenMap::DefaultStrip(NUM_LEDS, 1.5, .4);
|
|
FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS)
|
|
.setCorrection(TypicalLEDStrip)
|
|
.setScreenMap(screenMap)
|
|
.setRgbw();
|
|
FastLED.setBrightness(BRIGHTNESS);
|
|
}
|
|
|
|
void loop()
|
|
{
|
|
fire->draw(Fx::DrawContext(millis(), leds)); // run simulation frame
|
|
|
|
FastLED.show(millis()); // display this frame
|
|
FastLED.delay(1000 / FRAMES_PER_SECOND);
|
|
}
|
|
|