Numerous improvements to 1D FW
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111
wled00/FX.cpp
111
wled00/FX.cpp
@ -2610,7 +2610,8 @@ uint16_t WS2812FX::mode_starburst(void) {
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typedef struct Spark {
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float pos;
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float vel;
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float col;
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uint16_t col;
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uint8_t colIndex;
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} spark;
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uint16_t WS2812FX::mode_exploding_fireworks(void)
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@ -2623,104 +2624,100 @@ uint16_t WS2812FX::mode_exploding_fireworks(void)
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fill(BLACK);
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bool actuallyReverse = SEGMENT.getOption(1);
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//have fireworks start in either direction based on intensity
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SEGMENT.setOption(1, SEGENV.step);
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Spark* sparks = reinterpret_cast<Spark*>(SEGENV.data);
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Spark* flare = sparks; //first spark is flare data
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float gravity = -0.02 - (SEGMENT.speed/10000.0); // m/s/s
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float gravity = -0.0004 - (SEGMENT.speed/800000.0); // m/s/s
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gravity *= SEGLEN;
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if (SEGENV.aux1 == 0) { //FLARE
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if (SEGENV.aux0 < 2) { //FLARE
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if (SEGENV.aux0 == 0) { //init flare
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flare->pos = 0;
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flare->vel = float(random16(150, 190)) / (75+(255-SEGMENT.intensity)/4); // trial and error to get reasonable range
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//flare->vel = 2;
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flare->col = 1; //brightness
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uint16_t peakHeight = 75 + random8(180); //0-255
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peakHeight = (peakHeight * (SEGLEN -1)) >> 8;
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flare->vel = sqrt(-2.0 * gravity * peakHeight);
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flare->col = 255; //brightness
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// initialize launch sparks
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for (int i = 1; i < min(6, numSparks); i++) {
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sparks[i].pos = 0;
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sparks[i].vel = (float(random8(100,255)) / 255.0) * (flare->vel/ 3.0); // random around 20% of flare velocity
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sparks[i].col = sparks[i].vel * 1000.0;
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sparks[i].col = constrain(sparks[i].col, 0, 255);
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}
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SEGENV.aux0 = 1;
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}
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// launch
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if (flare->vel > -.3) {
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// sparks
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for (int i = 1; i < min(6, numSparks); i++) {
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sparks[i].pos += sparks[i].vel;
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sparks[i].pos = constrain(sparks[i].pos, 0, SEGLEN-1);
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sparks[i].vel += gravity;
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sparks[i].col -= 0.8;
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sparks[i].col = constrain(sparks[i].col, 0, 255);
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CRGB color = HeatColor(sparks[i].col);
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setPixelColor(SEGMENT.start + int(sparks[i].pos),color.red,color.green,color.blue);
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}
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if (flare->vel > 12 * gravity) {
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// flare
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//fade_out(255);
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setPixelColor(SEGMENT.start + int(flare->pos),flare->col*255,flare->col*255,flare->col*255);
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setPixelColor(SEGMENT.start + int(flare->pos),flare->col,flare->col,flare->col);
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flare->pos += flare->vel;
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flare->pos = constrain(flare->pos, 0, SEGLEN-1);
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flare->vel += gravity;
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flare->col *= .975;
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flare->col -= 2;
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} else {
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SEGENV.aux0 = 0; // allow next state to init
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SEGENV.aux1 = 1; // ready to explode
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SEGENV.aux0 = 2; // ready to explode
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}
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} else {
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} else if (SEGENV.aux0 < 4) {
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/*
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* Explode!
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*
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* Explosion happens where the flare ended.
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* Size is proportional to the height.
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*/
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int nSparks = flare->pos / 2; // works out to look about right
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int nSparks = flare->pos;
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nSparks = constrain(nSparks, 0, numSparks);
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static float dying_gravity;
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//gravity = -0.02 - ((255-SEGMENT.speed)/10000.0);
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// initialize sparks
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if (SEGENV.aux0==0) {
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if (SEGENV.aux0 == 2) {
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for (int i = 1; i < nSparks; i++) {
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sparks[i].pos = flare->pos;
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sparks[i].vel = (float(random16(0, 20000)) / 10000.0) - 1.0; // from -1 to 1
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sparks[i].col = abs(sparks[i].vel * 500.0); // set colors before scaling velocity to keep them bright
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sparks[i].col = constrain(sparks[i].col, 0, 255);
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sparks[i].vel = (float(random16(0, 20000)) / 10000.0) - 0.9; // from -0.9 to 1.1
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sparks[i].col = 345;//abs(sparks[i].vel * 750.0); // set colors before scaling velocity to keep them bright
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//sparks[i].col = constrain(sparks[i].col, 0, 345);
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sparks[i].colIndex = random8();
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sparks[i].vel *= flare->pos/SEGLEN; // proportional to height
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sparks[i].vel *= -gravity *50;
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}
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sparks[1].col = 255; // this will be our known spark
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dying_gravity = gravity;
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SEGENV.aux0 = 1;
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//sparks[1].col = 345; // this will be our known spark
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dying_gravity = gravity/2;
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SEGENV.aux0 = 3;
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}
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float c1 = 120;
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float c2 = 50;
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if (sparks[1].col > 5) {//&& sparks[1].pos > 0) { // as long as our known spark is lit, work with all the sparks
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//fade_out(255);
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if (sparks[1].col > 4) {//&& sparks[1].pos > 0) { // as long as our known spark is lit, work with all the sparks
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for (int i = 1; i < nSparks; i++) {
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sparks[i].pos += sparks[i].vel;
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sparks[i].pos = constrain(sparks[i].pos, 0, SEGLEN-1);
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sparks[i].vel += dying_gravity;
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sparks[i].col *= .97;
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sparks[i].col = constrain(sparks[i].col, 0, 255); // red cross dissolve
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if (sparks[i].col > 3) sparks[i].col -= 4;
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if(sparks[i].pos > c1) { // fade white to yellow
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setPixelColor(SEGMENT.start + sparks[i].pos,255, 255, (255 * (sparks[i].col - c1)) / (255 - c1));
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} else if (sparks[i].col < c2) { // fade from red to black
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setPixelColor(SEGMENT.start + sparks[i].pos,(255 * sparks[i].col) / c2, 0, 0);
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} else { // fade from yellow to red
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setPixelColor(SEGMENT.start + sparks[i].pos,255, (255 * (sparks[i].col - c2)) / (c1 - c2), 0);
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if (sparks[i].pos > 0 && sparks[i].pos < SEGLEN) {
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uint16_t prog = sparks[i].col;
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uint32_t spColor = (SEGMENT.palette) ? color_wheel(sparks[i].colIndex) : SEGCOLOR(0);
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CRGB c = CRGB::Black; //HeatColor(sparks[i].col);
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if (prog > 300) { //fade from white to spark color
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c = col_to_crgb(color_blend(spColor, WHITE, (prog - 300)*5));
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} else if (prog > 45) { //fade from spark color to black
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c = col_to_crgb(color_blend(BLACK, spColor, prog - 45));
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uint8_t cooling = (300 - prog) >> 5;
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c.g = qsub8(c.g, cooling);
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c.b = qsub8(c.b, cooling * 2);
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}
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setPixelColor(SEGMENT.start + int(sparks[i].pos), c.red, c.green, c.blue);
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}
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}
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dying_gravity *= .995; // as sparks burn out they fall slower
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dying_gravity *= .99; // as sparks burn out they fall slower
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} else {
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SEGENV.aux0 = 0; //init again
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SEGENV.aux1 = 0; //back to flare
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SEGENV.aux0 = 6 + random8(10); //wait for this many frames
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}
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} else {
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SEGENV.aux0--;
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if (SEGENV.aux0 < 4) {
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SEGENV.aux0 = 0; //back to flare
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SEGENV.step = (SEGMENT.intensity > random8()); //decide firing side
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}
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}
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SEGMENT.setOption(1, actuallyReverse);
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return FRAMETIME;
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}
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@ -98,7 +98,7 @@
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//version code in format yymmddb (b = daily build)
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#define VERSION 2001022
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#define VERSION 2001031
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char versionString[] = "0.9.0-b2";
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