Added Ball Track V1
In this version the balls bounce of the edges and do not interact with one another.
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@ -2528,7 +2528,13 @@ typedef struct Ball {
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float impactVelocity;
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float height;
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} ball;
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// modified for balltrack mode
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typedef struct Ballt {
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unsigned long lastBounceUpdate;
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float mass; // could fix this to be = 1. if memory is an issue
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float velocity;
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float height;
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} ballt;
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/*
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* Bouncing Balls Effect
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*/
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@ -2540,7 +2546,7 @@ uint16_t WS2812FX::mode_bouncing_balls(void) {
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Ball* balls = reinterpret_cast<Ball*>(SEGENV.data);
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// number of balls based on intensity setting to max of 7 (cycles colors)
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// number of balls based on intensity setting to max of 16 (cycles colors)
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// non-chosen color is a random color
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uint8_t numBalls = int(((SEGMENT.intensity * (maxNumBalls - 0.8f)) / 255) + 1);
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@ -2585,6 +2591,70 @@ uint16_t WS2812FX::mode_bouncing_balls(void) {
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return FRAMETIME;
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}
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/*
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* bouncing balls on a track track Effect modified from Air Cookie's bouncing balls
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*/
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uint16_t WS2812FX::mode_balltrack(void) {
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//allocate segment data
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uint16_t maxNumBalls = 16;
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uint16_t dataSize = sizeof(ballt) * maxNumBalls;
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if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
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Ballt* balls = reinterpret_cast<Ballt*>(SEGENV.data);
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// number of balls based on intensity setting to max of 16 (cycles colors)
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// non-chosen color is a random color
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uint8_t numBalls = int(((SEGMENT.intensity * (maxNumBalls - 0.8f)) / 255) + 1);
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unsigned long time = millis();
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if (SEGENV.call == 0) {
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for (uint8_t i = 0; i < maxNumBalls; i++) {
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balls[i].lastBounceUpdate = time;
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balls[i].velocity = 0;
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while(abs(balls[i].velocity)<.5){
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balls[i].velocity=10.*(-.5-float(random16(0, 10000)) / 10000.0); // from -5. to 5. note that sqt(2*9.8)= 4.4 max speed in bouncing ball mode
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}
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balls[i].height=(float(random16(0, 10000)) / 10000.0); // from 0. to 1.
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balls[i].mass=(float(random16(5000, 10000)) / 10000.0); // from .5 to 1.
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}
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}
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bool hasCol2 = SEGCOLOR(2);
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fill(hasCol2 ? BLACK : SEGCOLOR(1));
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for (uint8_t i = 0; i < numBalls; i++) {
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if(abs(balls[i].velocity)<.5) { // then I am guessing we have a new ball
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balls[i].lastBounceUpdate = time;
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balls[i].velocity = 0;
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while(abs(balls[i].velocity)<.5){
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balls[i].velocity=10.*(-.5-float(random16(0, 10000)) / 10000.0); // from -5. to 5. note that sqt(2*9.8)= 4.4 max speed in bouncing ball mode
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}
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balls[i].height=(float(random16(0, 10000)) / 10000.0); // from 0. to 1.
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balls[i].mass=(float(random16(5000, 10000)) / 10000.0); // from .5 to 1.
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}
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float timeSinceLastUpdate = (time - balls[i].lastBounceUpdate)/((255-SEGMENT.speed)*8/256 +1); //uses Air Cookie conversion
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balls[i].height += balls[i].velocity * timeSinceLastUpdate/1000/10;
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if (balls[i].height < 0. && balls[i].velocity<0) balls[i].velocity=-balls[i].velocity; //reverse velocity
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if (balls[i].height > 1. && balls[i].velocity>0) balls[i].velocity=-balls[i].velocity; // reverse velocity
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balls[i].lastBounceUpdate = time;
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uint32_t color = SEGCOLOR(0);
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if (SEGMENT.palette) {
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color = color_wheel(i*(256/MAX(numBalls, 8)));
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} else if (hasCol2) {
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color = SEGCOLOR(i % NUM_COLORS);
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}
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uint16_t pos = round(balls[i].height * (SEGLEN - 1));
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setPixelColor(pos, color);
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}
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return FRAMETIME;
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}
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/*
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11
wled00/FX.h
11
wled00/FX.h
@ -98,7 +98,7 @@
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#define IS_REVERSE ((SEGMENT.options & REVERSE ) == REVERSE )
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#define IS_SELECTED ((SEGMENT.options & SELECTED ) == SELECTED )
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#define MODE_COUNT 112
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#define MODE_COUNT 113
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#define FX_MODE_STATIC 0
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#define FX_MODE_BLINK 1
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@ -212,7 +212,7 @@
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#define FX_MODE_PHASEDNOISE 109
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#define FX_MODE_FLOW 110
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#define FX_MODE_CHUNCHUN 111
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#define FX_MODE_BALLTRACK 112
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class WS2812FX {
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typedef uint16_t (WS2812FX::*mode_ptr)(void);
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@ -412,7 +412,7 @@ class WS2812FX {
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_mode[FX_MODE_PHASEDNOISE] = &WS2812FX::mode_phased_noise;
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_mode[FX_MODE_FLOW] = &WS2812FX::mode_flow;
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_mode[FX_MODE_CHUNCHUN] = &WS2812FX::mode_chunchun;
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_mode[FX_MODE_BALLTRACK] = &WS2812FX::mode_balltrack;
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_brightness = DEFAULT_BRIGHTNESS;
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currentPalette = CRGBPalette16(CRGB::Black);
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targetPalette = CloudColors_p;
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@ -607,7 +607,8 @@ class WS2812FX {
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mode_sinewave(void),
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mode_phased_noise(void),
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mode_flow(void),
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mode_chunchun(void);
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mode_chunchun(void),
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mode_balltrack(void);
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private:
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NeoPixelWrapper *bus;
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@ -695,7 +696,7 @@ const char JSON_mode_names[] PROGMEM = R"=====([
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"Twinklefox","Twinklecat","Halloween Eyes","Solid Pattern","Solid Pattern Tri","Spots","Spots Fade","Glitter","Candle","Fireworks Starburst",
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"Fireworks 1D","Bouncing Balls","Sinelon","Sinelon Dual","Sinelon Rainbow","Popcorn","Drip","Plasma","Percent","Ripple Rainbow",
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"Heartbeat","Pacifica","Candle Multi", "Solid Glitter","Sunrise","Phased","Twinkleup","Noise Pal", "Sine","Phased Noise",
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"Flow","Chunchun"
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"Flow","Chunchun","Ball Track"
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])=====";
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