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Torch2.h
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Torch2.h
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// Slightly modified version of the fire pattern from MessageTorch by Lukas Zeller:
// https://github.com/plan44/messagetorch
// The MIT License (MIT)
// Copyright (c) 2014 Lukas Zeller
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// torch parameters
uint16_t cycle_wait2 = 1; // 0..255
byte flame_min2 = 100; // 0..255
byte flame_max2 = 220; // 0..255
byte random_spark_probability2 = 2; // 0..100
byte spark_min2 = 200; // 0..255
byte spark_max2 = 255; // 0..255
byte spark_tfr2 = 40; // 0..256 how much energy is transferred up for a spark per cycle
uint16_t spark_cap2 = 200; // 0..255: spark cells: how much energy is retained from previous cycle
uint16_t up_rad2 = 40; // up radiation
uint16_t side_rad2 = 35; // sidewards radiation
uint16_t heat_cap2 = 0; // 0..255: passive cells: how much energy is retained from previous cycle
byte red_bg2 = 0;
byte green_bg2 = 0; //0
byte blue_bg2 = 0;
byte red_bias2 = 0; //10
byte green_bias2 = 0;
byte blue_bias2 = 0;
int red_energy2 = 0; //180
int green_energy2 = 180; // 80;
int blue_energy2 = 0;
byte upside_down2 = 0; // if set, flame (or rather: drop) animation is upside down. Text remains as-is
// torch mode
// ==========
#define numLeds NUM_LEDS
#define ledsPerLevel MATRIX_WIDTH
#define levels MATRIX_HEIGHT
byte currentEnergy2[numLeds]; // current energy level
byte nextEnergy2[numLeds]; // next energy level
byte energyMode2[numLeds]; // mode how energy is calculated for this point
enum {
torch_passive2 = 0, // just environment, glow from nearby radiation
torch_nop2 = 1, // no processing
torch_spark2= 2, // slowly looses energy, moves up
torch_spark2_temp = 3, // a spark still getting energy from the level below
};
inline void reduce2(byte &aByte, byte aAmount, byte aMin = 0)
{
int r = aByte-aAmount;
if (r<aMin)
aByte = aMin;
else
aByte = (byte)r;
}
inline void increase2(byte &aByte, byte aAmount, byte aMax = 255)
{
int r = aByte+aAmount;
if (r>aMax)
aByte = aMax;
else
aByte = (byte)r;
}
uint16_t random3(uint16_t aMinOrMax, uint16_t aMax = 0)
{
if (aMax==0) {
aMax = aMinOrMax;
aMinOrMax = 0;
}
uint32_t r = aMinOrMax;
aMax = aMax - aMinOrMax + 1;
r += rand() % aMax;
return r;
}
void resetEnergy2()
{
for (int i=0; i<numLeds; i++) {
currentEnergy2[i] = 0;
nextEnergy2[i] = 0;
energyMode2[i] = torch_passive2;
}
}
void calcNextEnergy2()
{
int i = 0;
for (int y=0; y<levels; y++) {
for (int x=0; x<ledsPerLevel; x++) {
byte e = currentEnergy2[i];
byte m = energyMode2[i];
switch (m) {
case torch_spark2: {
// loose transfer up energy as long as the is any
reduce2(e, spark_tfr2);
// cell above is temp spark, sucking up energy from this cell until empty
if (y<levels-1) {
energyMode2[i+ledsPerLevel] = torch_spark2_temp;
}
break;
}
case torch_spark2_temp: {
// just getting some energy from below
byte e2 = currentEnergy2[i-ledsPerLevel];
if (e2<spark_tfr2) {
// cell below is exhausted, becomes passive
energyMode2[i-ledsPerLevel] = torch_passive;
// gobble up rest of energy
increase2(e, e2);
// loose some overall energy
e = ((int)e*spark_cap2)>>8;
// this cell becomes active spark
energyMode2[i] = torch_spark2;
}
else {
increase2(e, spark_tfr2);
}
break;
}
case torch_passive: {
e = ((int)e*heat_cap2)>>8;
increase2(e, ((((int)currentEnergy2[i-1]+(int)currentEnergy2[i+1])*side_rad2)>>9) + (((int)currentEnergy2[i-ledsPerLevel]*up_rad2)>>8));
}
default:
break;
}
nextEnergy2[i++] = e;
}
}
}
const uint8_t energymap2[32] = {0, 64, 96, 112, 128, 144, 152, 160, 168, 176, 184, 184, 192, 200, 200, 208, 208, 216, 216, 224, 224, 224, 232, 232, 232, 240, 240, 240, 240, 248, 248, 248};
void calcNextColors2()
{
for (int i=0; i<numLeds; i++) {
int ei; // index into energy calculation buffer
if (upside_down2)
ei = numLeds-i;
else
ei = i;
uint16_t e = nextEnergy2[ei];
currentEnergy2[ei] = e;
if (e>250)
leds[i] = CRGB(170, 170, e); // blueish extra-bright spark
else {
if (e>0) {
// energy to brightness is non-linear
byte eb = energymap[e>>3];
byte r = red_bias2;
byte g = green_bias2;
byte b = blue_bias2;
increase2(r, (eb*red_energy2)>>8);
increase2(g, (eb*green_energy2)>>8);
increase2(b, (eb*blue_energy2)>>8);
leds[i] = CRGB(r, g, b);
}
else {
// background, no energy
leds[i] = CRGB(red_bg2, green_bg2, blue_bg2);
}
}
}
}
void injectRandom2()
{
// random flame energy at bottom row
for (int i=0; i<ledsPerLevel; i++) {
currentEnergy2[i] = random3(flame_min2, flame_max2);
energyMode2[i] = torch_nop2;
}
// random sparks at second row
for (int i=ledsPerLevel; i<2*ledsPerLevel; i++) {
if (energyMode2[i]!=torch_spark2 && random3(100)<random_spark_probability2) {
currentEnergy2[i] = random3(spark_min2, spark_max2);
energyMode2[i] = torch_spark2;
}
}
}
uint16_t torch2() {
injectRandom2();
calcNextEnergy2();
calcNextColors2();
return 1;
}