Minor optimisation.
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@ -2826,7 +2826,7 @@ uint16_t mode_bouncing_balls(void) {
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// number of balls based on intensity setting to max of 7 (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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uint16_t numBalls = int(((SEGMENT.intensity * (maxNumBalls - 0.8f)) / 255) + 1);
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float gravity = -9.81; // standard value of gravity
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float impactVelocityStart = sqrt( -2 * gravity);
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@ -2848,7 +2848,7 @@ uint16_t mode_bouncing_balls(void) {
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if (balls[i].height < 0) { //start bounce
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balls[i].height = 0;
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//damping for better effect using multiple balls
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float dampening = 0.90 - float(i)/(float(numBalls) * float(numBalls)); // avoid use pow(x, 2) - its extremely slow !
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float dampening = 0.90 - float(i)/float(numBalls * numBalls); // avoid use pow(x, 2) - its extremely slow !
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balls[i].impactVelocity = dampening * balls[i].impactVelocity;
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balls[i].lastBounceTime = time;
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