Update FX.cpp
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@ -2612,7 +2612,7 @@ uint16_t WS2812FX::mode_balltrack(void) {
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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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while(abs(balls[i].velocity)<.5){ // at the start make sure they are all moving
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balls[i].velocity=10*(-.5-float(random16(0, 10000)) / 10000.0); // time units are ms
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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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@ -2626,19 +2626,9 @@ uint16_t WS2812FX::mode_balltrack(void) {
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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)<0) { // then I am guessing we have a new ball as intensity changed
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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); // time units are ms
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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)/cfac;
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float timeSinceLastUpdate = float((time - balls[i].lastBounceUpdate))/cfac;
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float thisHeight= balls[i].height + balls[i].velocity * timeSinceLastUpdate; // this method keeps higher resolution
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// test if intensity level was increased and some balls are way off the track so put them back
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// test if intensity level was increased and some balls are way off the track then put them back
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if(thisHeight<-.5 || thisHeight> 1.5){
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balls[i].height=(float(random16(0, 10000)) / 10000.0); // from 0. to 1.
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thisHeight=balls[i].height;
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@ -2654,28 +2644,23 @@ uint16_t WS2812FX::mode_balltrack(void) {
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bool docol=true;
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if(docol){
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for(uint8_t j= i+1; j < numBalls; j++){
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float timeSinceLastUpdate2 = (time - balls[j].lastBounceUpdate)/cfac;
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float thisHeight2= balls[j].height + balls[j].velocity * timeSinceLastUpdate2;
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bool collided=false;
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//if((balls[i].height<=balls[j].height)&&(thisHeight>=thisHeight2)) collided=true;
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//if((balls[i].height>balls[j].height)&&(thisHeight<=thisHeight2)) collided=true;
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if((balls[i].height<=thisHeight2)&&(thisHeight>=thisHeight2)) collided=true;
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if((balls[i].height> thisHeight2)&&(thisHeight<=thisHeight2)) collided=true;
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if(balls[i].velocity==balls[j].velocity) collided=false; // avoid divide by zero
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if(collided){
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double tcollided=((balls[j].height*cfac-balls[j].velocity*double(balls[j].lastBounceUpdate))
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- (balls[i].height*cfac-balls[i].velocity*double(balls[i].lastBounceUpdate)) )/
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((balls[i].velocity-balls[j].velocity));
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float hcollided=balls[i].height+ balls[i].velocity*(tcollided-balls[i].lastBounceUpdate)/cfac;
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balls[i].height=hcollided;
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balls[j].height=hcollided;
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balls[i].lastBounceUpdate=(unsigned long)tcollided;
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balls[j].lastBounceUpdate=(unsigned long)tcollided;
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float vtmp=balls[i].velocity;
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balls[i].velocity=((balls[i].mass-balls[j].mass)*vtmp+2.*balls[j].mass*balls[j].velocity)/(balls[i].mass+balls[j].mass);
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balls[j].velocity=((balls[j].mass-balls[i].mass)*balls[j].velocity + 2.*balls[i].mass*vtmp)/(balls[i].mass+balls[j].mass);
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timeSinceLastUpdate = (time - tcollided)/cfac;
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thisHeight= balls[i].height + balls[i].velocity * timeSinceLastUpdate; //
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if(balls[j].velocity != balls[i].velocity) {
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// tcollided + balls[j].lastBounceUpdate is acutal time of collision (this keeps precision with long to float conversions)
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float tcollided= ( cfac*(balls[i].height-balls[j].height) +
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balls[i].velocity*float(balls[j].lastBounceUpdate-balls[i].lastBounceUpdate))/
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(balls[j].velocity-balls[i].velocity);
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if( (tcollided>2)&&(tcollided<float(time-balls[j].lastBounceUpdate))){
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balls[i].height=balls[i].height + balls[i].velocity*(tcollided+float(balls[j].lastBounceUpdate-balls[i].lastBounceUpdate))/cfac;
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balls[j].height=balls[i].height;
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balls[i].lastBounceUpdate=(unsigned long)(tcollided+.5)+balls[j].lastBounceUpdate;
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balls[j].lastBounceUpdate=balls[i].lastBounceUpdate;
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float vtmp=balls[i].velocity;
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balls[i].velocity=((balls[i].mass-balls[j].mass)*vtmp + 2.*balls[j].mass*balls[j].velocity)/(balls[i].mass+balls[j].mass);
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balls[j].velocity=((balls[j].mass-balls[i].mass)*balls[j].velocity + 2.*balls[i].mass*vtmp) /(balls[i].mass+balls[j].mass);
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//balls[i].height=balls[i].height + balls[i].velocity*(time-balls[i].lastBounceUpdate)/cfac;
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thisHeight= balls[i].height + balls[i].velocity*(time-balls[i].lastBounceUpdate)/cfac;
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}
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}
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}
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}
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@ -2691,6 +2676,8 @@ uint16_t WS2812FX::mode_balltrack(void) {
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if (thisHeight>1) thisHeight=1;
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uint16_t pos = round(thisHeight * (SEGLEN - 1));
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setPixelColor(pos, color);
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balls[i].lastBounceUpdate=time;
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balls[i].height=thisHeight;
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}
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return FRAMETIME;
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