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Efeitos.ino
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Efeitos.ino
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//Liga os leds do segundo (de baixo para cima) plano horizontal de forma circular.
void effect_test (void)
{
int x, y, i;
for (i = 0; i < 1000; i++)
{
x = sin(i / 8) * 2 + 3.5;
y = cos(i / 8) * 2 + 3.5;
setvoxel(x, y, 1);
setvoxel(x, y, 1);
delay_ms(1000);
fill(0x00);
}
}
//void effext_stringfly2 (char *str, char axis, char mirror, char direction, int delay, int space)
//Escreve uma string na matriz.
void effect_stringfly2(char * str)
{
int x, y, i, ii;
int state;
unsigned char chr[5];
while (*str)
{
font_getchar(*str++, chr);
for (x = 0; x < 5; x++)
{
for (y = 0; y < 8; y++)
{
if ((chr[x] & (0x80 >> y)))
{
setvoxel(7, x + 2, y);
}
}
}
for (ii = 0; ii < 6; ii++)
{
delay_ms(1500);
for (i = 0; i < 7; i++)
{
for (x = 0; x < 8; x++)
{
for (y = 0; y < 8; y++)
{
state = getvoxel(i + 1, x, y);
altervoxel(i, x, y, state);
}
}
}
for (x = 0; x < 8; x++)
{
for (y = 0; y < 8; y++)
{
clrvoxel(7, x, y);
}
}
}
}
for (ii = 0; ii < 8; ii++)
{
delay_ms(1500);
for (i = 0; i < 7; i++)
{
for (x = 0; x < 8; x++)
{
for (y = 0; y < 8; y++)
{
state = getvoxel(i + 1, x, y);
altervoxel(i, x, y, state);
}
}
}
for (x = 0; x < 8; x++)
{
for (y = 0; y < 8; y++)
{
clrvoxel(7, x, y);
}
}
}
}
//Liga todos os leds de cada plano sequencialmente em uma direcao (plane) e em
//uma velocidade (speed) em milisegundos. Os valores para plane sao 1, 2 ou 3.
void effect_planboing (int plane, int speed)
{
int i;
for (i = 0; i < 8; i++)
{
fill(0x00);
if (plane == AXIS_Z)
setplane_z(i);
if (plane == AXIS_X)
setplane_x(i);
if (plane == AXIS_Y)
setplane_y(i);
delay_ms(speed);
}
for (i = 7; i >= 0; i--)
{
fill(0x00);
if (plane == AXIS_Z)
setplane_z(i);
if (plane == AXIS_X)
setplane_x(i);
if (plane == AXIS_Y)
setplane_y(i);
delay_ms(speed);
}
}
//Semelhante ao effect_planboing mas percorre cada plano varias vezes muito rapidamente.
void effect_blinky2()
{
int i, r;
fill(0x00);
for (r = 0; r < 2; r++)
{
i = 750;
while (i > 0)
{
fill(0x00);
delay_ms(i);
fill(0xff);
delay_ms(100);
i = i - (15 + (1000 / (i / 10)));
}
delay_ms(1000);
i = 750;
while (i > 0)
{
fill(0x00);
delay_ms(751 - i);
fill(0xff);
delay_ms(100);
i = i - (15 + (1000 / (i / 10)));
}
}
}
//Desnha uma caixa de leds expandindo e retraindo por (iterations) vezes a partir de
//um dos vertices (direction) do cubo em um certo tempo (delay).
//(mode) 2 liga os leds das faces, 3 liga todos os leds do cubo, qualquer outro valor
//liga apenas os led dos vertices do cubo.
void effect_box_shrink_grow (int iterations, int mode, int direction, uint16_t delay)
{
int x;
int i;
int x1 = 0;
int y1 = 0;
int z1 = 0;
int x2 = 0;
int y2 = 0;
int z2 = 0;
for (x = 0; x < iterations; x++)
{
for (i = 7; i >= 0; i--)
{
if (direction == 0)
{
// Dette funker ogs�..
// memcpy(test, (int[]){1, 2, 3, 4, 5, 6}, 6 * sizeof(int));
x1 = 0; y1 = 0; z1 = 0; x2 = i; y2 = i; z2 = i;
}
if (direction == 1) // fail
{
x1 = 0; y1 = 0; z1 = 7 - i; x2 = i; y2 = i; z2 = 7;
}
if (direction == 2)
{
x1 = 0; y1 = 7; z1 = 0; x2 = i; y2 = 7 - i; z2 = i;
}
if (direction == 3) //fail
{
x1 = 0; y1 = 7; z1 = 7; x2 = i; y2 = 7 - i; z2 = 7 - i;
}
if (direction == 4) //fail
{
x1 = 7; y1 = 0; z1 = 0; x2 = 7 - i; y2 = i; z2 = i;
}
if (direction == 5)
{
x1 = 7; y1 = 0; z1 = 7; x2 = 7 - i; y2 = i; z2 = 7 - i;
}
if (direction == 6) //fail
{
x1 = 7; y1 = 7; z1 = 0; x2 = 7 - i; y2 = 7 - i; z2 = i;
}
if (direction == 7)
{
x1 = 7; y1 = 7; z1 = 7; x2 = 7 - i; y2 = 7 - i; z2 = 7 - i;
}
if (mode == 3)
{
box_filled(x1, y1, z1, x2, y2, z2);
}
else if (mode == 2)
{
box_walls(x1, y1, z1, x2, y2, z2);
}
else
{
box_wireframe(x1, y1, z1, x2, y2, z2);
}
delay_ms(delay);
fill(0x00);
}
for (i = 0; i < 8; i++)
{
if (direction == 0)
{
x1 = 0; y1 = 0; z1 = 0; x2 = i; y2 = i; z2 = i;
}
if (direction == 1) // fail
{
x1 = 0; y1 = 0; z1 = 7 - i; x2 = i; y2 = i; z2 = 7;
}
if (direction == 2)
{
x1 = 0; y1 = 7; z1 = 0; x2 = i; y2 = 7 - i; z2 = i;
}
if (direction == 3) //fail
{
x1 = 0; y1 = 7; z1 = 7; x2 = i; y2 = 7 - i; z2 = 7 - i;
}
if (direction == 4) //fail
{
x1 = 7; y1 = 0; z1 = 0; x2 = 7 - i; y2 = i; z2 = i;
}
if (direction == 5)
{
x1 = 7; y1 = 0; z1 = 7; x2 = 7 - i; y2 = i; z2 = 7 - i;
}
if (direction == 6) //fail
{
x1 = 7; y1 = 7; z1 = 0; x2 = 7 - i; y2 = 7 - i; z2 = i;
}
if (direction == 7)
{
x1 = 7; y1 = 7; z1 = 7; x2 = 7 - i; y2 = 7 - i; z2 = 7 - i;
}
if (mode == 3)
{
box_filled(x1, y1, z1, x2, y2, z2);
}
else if (mode == 2)
{
box_walls(x1, y1, z1, x2, y2, z2);
}
else
{
box_wireframe(x1, y1, z1, x2, y2, z2);
}
delay_ms(delay);
fill(0x00);
}
}
}
//Semelhante ao effect_box_shrink_grow com mode 1, mas comeca no centro do
//cubo se (grow) = 1 ou na borda se (grow) = 2.
void effect_box_woopwoop (int delay, int grow)
{
int i;
fill(0x00);
if (grow == 1)
{
for (i = 0; i < 4; i++)
{
box_wireframe(4 + i, 4 + i, 4 + i, 3 - i, 3 - i, 3 - i);
delay_ms(delay);
fill(0x00);
}
} else
{
for (i = 3; i >= 0; i--)
{
box_wireframe(4 + i, 4 + i, 4 + i, 3 - i, 3 - i, 3 - i);
delay_ms(delay);
fill(0x00);
}
}
}
// Send a voxel flying from one side of the cube to the other
// It its at the bottom, send it to the top..
//Liga sequencialmente uma linha de leds partindo da base para o topo do cubo em (delay) milisegundos.
//o ponto da base de onde parte a linha de leds e o ponto (x) (y).
void sendvoxel_z (unsigned char x, unsigned char y, unsigned char z, int delay)
{
int i, ii;
for (i = 0; i < 8; i++)
{
if (z == 7)
{
ii = 7 - i;
clrvoxel(x, y, ii + 1);
} else
{
ii = i;
clrvoxel(x, y, ii - 1);
}
setvoxel(x, y, ii);
delay_ms(delay);
}
}
// Send all the voxels from one side of the cube to the other
// Start at z and send to the opposite side.
// Sends in random order.
//Liga o (z)esimo (da base para o topo) plano horizontal de leds e
//envia linhas de leds para o topo.
//Semelhantes a bolhas ubindo em um copo de refrigerante.
void sendplane_rand_z (unsigned char z, int delay, int wait)
{
unsigned char loop = 16;
unsigned char x, y;
fill(0x00);
setplane_z(z);
// Send voxels at random untill all 16 have crossed the cube.
while (loop)
{
x = random() % 4;
y = random() % 4;
if (getvoxel(x, y, z))
{
// Send the voxel flying
sendvoxel_z(x, y, z, delay);
delay_ms(wait);
loop--; // one down, loop-- to go. when this hits 0, the loop exits.
}
}
}
// For each coordinate along X and Y, a voxel is set either at level 0 or at level 7
// for n iterations, a random voxel is sent to the opposite side of where it was.
void sendvoxels_rand_z (int iterations, int delay, int wait)
{
unsigned char x, y, last_x, last_y, i;
last_x = 0;
last_y = 0;
fill(0x00);
//srand(123);
// Loop through all the X and Y coordinates
for (x = 0; x < 8; x++)
{
for (y = 0; y < 8; y++)
{
// Then set a voxel either at the top or at the bottom
if (random() % 2 == 0)
{
setvoxel(x, y, 0);
} else
{
setvoxel(x, y, 7);
}
}
}
for (i = 0; i < iterations; i++)
{
// Pick a random x,y position
x = random() % 8;
y = random() % 8;
// but not the sameone twice in a row
if (y != last_y && x != last_x)
{
// If the voxel at this x,y is at the bottom
if (getvoxel(x, y, 0))
{
// send it to the top
sendvoxel_z(x, y, 0, delay);
} else
{
// if its at the top, send it to the bottom
sendvoxel_z(x, y, 7, delay);
}
delay_ms(wait);
// Remember the last move
last_y = y;
last_x = x;
}
}
}
// Big ugly function :p but it looks pretty
void boingboing(uint16_t iterations, int delay, unsigned char mode, unsigned char drawmode)
{
fill(0x00); // Blank the cube
int x, y, z; // Current coordinates for the point
int dx, dy, dz; // Direction of movement
int lol, i; // lol?
unsigned char crash_x, crash_y, crash_z;
// Coordinate array for the snake.
int snake[8][3];
for (i = 0; i < 8; i++)
{
snake[i][0] = 4;
snake[i][1] = 4;
snake[i][2] = 4;
}
y = random() % 8;
x = random() % 8;
z = random() % 8;
dx = 1;
dy = 1;
dz = 1;
while (iterations)
{
crash_x = 0;
crash_y = 0;
crash_z = 0;
// Let's mix things up a little:
if (random() % 3 == 0)
{
// Pick a random axis, and set the speed to a random number.
lol = random() % 3;
if (lol == 0)
dx = random() % 3 - 1;
if (lol == 1)
dy = random() % 3 - 1;
if (lol == 2)
dz = random() % 3 - 1;
}
if (dx == -1 && x == 0)
{
crash_x = 0x01;
if (random() % 3 == 1)
{
dx = 1;
} else
{
dx = 0;
}
}
if (dy == -1 && y == 0)
{
crash_y = 0x01;
if (random() % 3 == 1)
{
dy = 1;
} else
{
dy = 0;
}
}
if (dz == -1 && z == 0)
{
crash_z = 0x01;
if (random() % 3 == 1)
{
dz = 1;
} else
{
dz = 0;
}
}
if (dx == 1 && x == 7)
{
crash_x = 0x01;
if (random() % 3 == 1)
{
dx = -1;
} else
{
dx = 0;
}
}
if (dy == 1 && y == 7)
{
crash_y = 0x01;
if (random() % 3 == 1)
{
dy = -1;
} else
{
dy = 0;
}
}
if (dz == 1 && z == 7)
{
crash_z = 0x01;
if (random() % 3 == 1)
{
dz = -1;
} else
{
dz = 0;
}
}
// mode bit 0 sets crash action enable
if (mode | 0x01)
{
if (crash_x)
{
if (dy == 0)
{
if (y == 7)
{
dy = -1;
} else if (y == 0)
{
dy = +1;
} else
{
if (random() % 2 == 0)
{
dy = -1;
} else
{
dy = 1;
}
}
}
if (dz == 0)
{
if (z == 7)
{
dz = -1;
} else if (z == 0)
{
dz = 1;
} else
{
if (random() % 2 == 0)
{
dz = -1;
} else
{
dz = 1;
}
}
}
}
if (crash_y)
{
if (dx == 0)
{
if (x == 7)
{
dx = -1;
} else if (x == 0)
{
dx = 1;
} else
{
if (random() % 2 == 0)
{
dx = -1;
} else
{
dx = 1;
}
}
}
if (dz == 0)
{
if (z == 3)
{
dz = -1;
} else if (z == 0)
{
dz = 1;
} else
{
if (random() % 2 == 0)
{
dz = -1;
} else
{
dz = 1;
}
}
}
}
if (crash_z)
{
if (dy == 0)
{
if (y == 7)
{
dy = -1;
} else if (y == 0)
{
dy = 1;
} else
{
if (random() % 2 == 0)
{
dy = -1;
} else
{
dy = 1;
}
}
}
if (dx == 0)
{
if (x == 7)
{
dx = -1;
} else if (x == 0)
{
dx = 1;
} else
{
if (random() % 2 == 0)
{
dx = -1;
} else
{
dx = 1;
}
}
}
}
}
// mode bit 1 sets corner avoid enable
if (mode | 0x02)
{
if ( // We are in one of 8 corner positions
(x == 0 && y == 0 && z == 0) ||
(x == 0 && y == 0 && z == 7) ||
(x == 0 && y == 7 && z == 0) ||
(x == 0 && y == 7 && z == 7) ||
(x == 7 && y == 0 && z == 0) ||
(x == 7 && y == 0 && z == 7) ||
(x == 7 && y == 7 && z == 0) ||
(x == 7 && y == 7 && z == 7)
)
{
// At this point, the voxel would bounce
// back and forth between this corner,
// and the exact opposite corner
// We don't want that!
// So we alter the trajectory a bit,
// to avoid corner stickyness
lol = random() % 3;
if (lol == 0)
dx = 0;
if (lol == 1)
dy = 0;
if (lol == 2)
dz = 0;
}
}
// Finally, move the voxel.
x = x + dx;
y = y + dy;
z = z + dz;
if (drawmode == 0x01) // show one voxel at time
{
setvoxel(x, y, z);
delay_ms(delay);
clrvoxel(x, y, z);
} else if (drawmode == 0x02) // flip the voxel in question
{
flpvoxel(x, y, z);
delay_ms(delay);
} if (drawmode == 0x03)
{
for (i = 7; i >= 0; i--)
{
snake[i][0] = snake[i - 1][0];
snake[i][1] = snake[i - 1][1];
snake[i][2] = snake[i - 1][2];
}
snake[0][0] = x;
snake[0][1] = y;
snake[0][2] = z;
for (i = 0; i < 8; i++)
{
setvoxel(snake[i][0], snake[i][1], snake[i][2]);
}
delay_ms(delay);
for (i = 0; i < 8; i++)
{
clrvoxel(snake[i][0], snake[i][1], snake[i][2]);
}
}
iterations--;
}
}
// Set or clear exactly 512 voxels in a random order.
void effect_random_filler (int delay, int state)
{
int x, y, z;
int loop = 0;
if (state == 1)
{
fill(0x00);
} else
{
fill(0xff);
}
while (loop < 511)
{
x = random() % 8;
y = random() % 8;
z = random() % 8;
if ((state == 0 && getvoxel(x, y, z) == 0x01) || (state == 1 && getvoxel(x, y, z) == 0x00))
{
altervoxel(x, y, z, state);
delay_ms(delay);
loop++;
}
}
}
void effect_rain (int iterations)
{
int i, ii;
int rnd_x;
int rnd_y;
int rnd_num;
for (ii = 0; ii < iterations; ii++)
{
rnd_num = random() % 4;
for (i = 0; i < rnd_num; i++)
{
rnd_x = random() % 8;
rnd_y = random() % 8;
setvoxel(rnd_x, rnd_y, 7);
}
delay_ms(1000);
shift(AXIS_Z, -1);
}
}
void effect_z_updown (int iterations, int delay)
{
unsigned char positions[64];
unsigned char destinations[64];
int i, y, move, px;
for (i = 0; i < 64; i++)
{
positions[i] = 4;
destinations[i] = random() % 8;
}
for (i = 0; i < 8; i++)
{
effect_z_updown_move(positions, destinations, AXIS_Z);
delay_ms(delay);
}
for (i = 0; i < iterations; i++)
{
for (move = 0; move < 8; move++)
{
effect_z_updown_move(positions, destinations, AXIS_Z);
delay_ms(delay);
}
delay_ms(delay * 4);
for (y = 0; y < 10; y++)
{
destinations[random() % 64] = random() % 8;
}
}
}
void effect_z_updown_move (unsigned char positions[64], unsigned char destinations[64], char axis)
{
int px;
for (px = 0; px < 64; px++)
{
if (positions[px] < destinations[px])
{
positions[px]++;
}
if (positions[px] > destinations[px])
{
positions[px]--;
}
}
draw_positions_axis (AXIS_Z, positions, 0);
}
void effect_axis_updown_randsuspend (char axis, int delay, int sleep, int invert)
{
unsigned char positions[64];
unsigned char destinations[64];
int i, px;
for (i = 0; i < 64; i++)
{
positions[i] = 0;
destinations[i] = random() % 8;
}
for (i = 0; i < 8; i++)
{
for (px = 0; px < 64; px++)
{
if (positions[px] < destinations[px])
{
positions[px]++;
}
if (positions[px] > destinations[px])
{
positions[px]--;
}
}
draw_positions_axis (axis, positions, invert);
delay_ms(delay);
}
for (i = 0; i < 64; i++)
{
destinations[i] = 7;
}
delay_ms(sleep);
for (i = 0; i < 8; i++)
{
for (px = 0; px < 64; px++)
{
if (positions[px] < destinations[px])
{
positions[px]++;
}
if (positions[px] > destinations[px])
{
positions[px]--;
}
}
draw_positions_axis (axis, positions, invert);
delay_ms(delay);
}
}
void draw_positions_axis (char axis, unsigned char positions[64], int invert)
{
int x, y, p;
fill(0x00);
for (x = 0; x < 8; x++)
{
for (y = 0; y < 8; y++)
{
if (invert)
{
p = (7 - positions[(x * 8) + y]);
} else
{
p = positions[(x * 8) + y];
}
if (axis == AXIS_Z)
setvoxel(x, y, p);
if (axis == AXIS_Y)
setvoxel(x, p, y);
if (axis == AXIS_X)
setvoxel(p, y, x);
}
}
}
void effect_boxside_randsend_parallel (char axis, int origin, int delay, int mode)
{
int i;
int done;
unsigned char cubepos[64];
unsigned char pos[64];
int notdone = 1;
int notdone2 = 1;
int sent = 0;
for (i = 0; i < 64; i++)
{
pos[i] = 0;
}
while (notdone)
{
if (mode == 1)
{
notdone2 = 1;
while (notdone2 && sent < 64)
{
i = random() % 64;
if (pos[i] == 0)
{
sent++;