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FireAqua.h
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FireAqua.h
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// parameters
uint16_t cycle_waitFireAqua = 1; // 0..255
byte flame_minFireAqua = 100; // 0..255
byte flame_maxFireAqua = 240; // 0..255
byte random_spark_probabilityFireAqua = 2; // 0..100
byte spark_minFireAqua = 100; // 0..255
byte spark_maxFireAqua = 225; // 0..255
byte spark_tfrFireAqua = 40; // 0..256 how much energy is transferred up for a spark per cycle
uint16_t spark_capFireAqua = 200; // 0..255: spark cells: how much energy is retained from previous cycle
uint16_t up_radFireAqua = 40; // up radiation
uint16_t side_radFireAqua = 30; // sidewards radiation
uint16_t heat_capFireAqua = 5; // 0..255: passive cells: how much energy is retained from previous cycle
// BACKGROUND COLOURS
byte red_bgFireAqua = 0;
byte green_bgFireAqua = 5;
byte blue_bgFireAqua = 5;
// FLAME COLOUR
byte red_biasFireAqua = 0;
byte green_biasFireAqua = 10;
byte blue_biasFireAqua = 10;
int red_energyFireAqua = 0;
int green_energyFireAqua = 255; // 145;
int blue_energyFireAqua = 255;
// FLAME DIRECTION
byte upside_downFireAqua = 0; // if set, flame (or rather: drop) animation is upside down. Text remains as-is
// torch mode
// ==========
#define numLeds NUM_LEDS
#define ledsPerLevel MATRIX_WIDTH
#define levels MATRIX_HEIGHT
byte currentEnergyFireAqua[numLeds]; // current energy level
byte nextEnergyFireAqua[numLeds]; // next energy level
byte energyModeFireAqua[numLeds]; // mode how energy is calculated for this point
enum {
torch_passiveFireAqua = 1, // just environment, glow from nearby radiation
torch_nopFireAqua = 1, // no processing
torch_sparkFireAqua= 2, // slowly looses energy, moves up
torch_sparkFireAqua_temp = 3, // a spark still getting energy from the level below
};
inline void reduceFireAqua(byte &aByte, byte aAmount, byte aMin = 0)
{
int r = aByte-aAmount;
if (r<aMin)
aByte = aMin;
else
aByte = (byte)r;
}
inline void increaseFireAqua(byte &aByte, byte aAmount, byte aMax = 255)
{
int r = aByte+aAmount;
if (r>aMax)
aByte = aMax;
else
aByte = (byte)r;
}
uint16_t randomFireAqua(uint16_t aMinOrMax, uint16_t aMax = 0) // not really sure if this is needed at this stage
{
if (aMax==0) {
aMax = aMinOrMax;
aMinOrMax = 0;
}
uint32_t r = aMinOrMax;
aMax = aMax - aMinOrMax + 1;
r += rand() % aMax;
return r;
}
void resetEnergyFireAqua()
{
for (int i=0; i<numLeds; i++) {
currentEnergyFireAqua[i] = 0;
nextEnergyFireAqua[i] = 0;
energyModeFireAqua[i] = torch_passiveFireAqua;
}
}
void calcnextEnergyFireAqua()
{
int i = 0;
for (int y=0; y<levels; y++) {
for (int x=0; x<ledsPerLevel; x++) {
byte e = currentEnergyFireAqua[i];
byte m = energyModeFireAqua[i];
switch (m) {
case torch_sparkFireAqua: {
// loose transfer up energy as long as the is any
reduceFireAqua(e, spark_tfrFireAqua);
// cell above is temp spark, sucking up energy from this cell until empty
if (y<levels-1) {
energyModeFireAqua[i+ledsPerLevel] = torch_sparkFireAqua_temp;
}
break;
}
case torch_sparkFireAqua_temp: {
// just getting some energy from below
byte e2 = currentEnergyFireAqua[i-ledsPerLevel];
if (e2<spark_tfrFireAqua) {
// cell below is exhausted, becomes passive
energyModeFireAqua[i-ledsPerLevel] = torch_passiveFireAqua;
// gobble up rest of energy
increaseFireAqua(e, e2);
// loose some overall energy
e = ((int)e*spark_capFireAqua)>>8;
// this cell becomes active spark
energyModeFireAqua[i] = torch_sparkFireAqua;
}
else {
increaseFireAqua(e, spark_tfrFireAqua);
}
break;
}
case torch_passiveFireAqua: {
e = ((int)e*heat_capFireAqua)>>8;
increaseFireAqua(e, ((((int)currentEnergyFireAqua[i+1]+(int)currentEnergyFireAqua[i+1])*side_radFireAqua)>>9) + (((int)currentEnergyFireAqua[i-ledsPerLevel]*up_radFireAqua)>>8));
}
default:
break;
}
nextEnergyFireAqua[i++] = e;
}
}
}
const uint8_t energymapFireAqua[32] = {0, 64, 96, 112, 128, 144, 152, 160, 168, 176, 184, 184, 192, 200, 200, 208, 208, 216, 216, 224, 224, 224, 232, 232, 232, 240, 240, 240, 240, 248, 248, 248};
void calcNextColorsFireAqua()
{
for (int i=0; i<numLeds; i++) {
int ei; // index into energy calculation buffer
if (upside_downFireAqua)
ei = numLeds-i;
else
ei = i;
uint16_t e = nextEnergyFireAqua[ei];
currentEnergyFireAqua[ei] = e;
if (e>250)
leds[i] = CRGB(177, 177, e); // blueish extra-bright spark
else {
if (e>0) {
// energy to brightness is non-linear
byte eb = energymapFireAqua[e>>3];
byte r = red_biasFireAqua;
byte g = green_biasFireAqua;
byte b = blue_biasFireAqua;
increaseFireAqua(r, (eb*red_energyFireAqua)>>8);
increaseFireAqua(g, (eb*green_energyFireAqua)>>8);
increaseFireAqua(b, (eb*blue_energyFireAqua)>>8);
leds[i] = CRGB(r, g, b);
}
else {
// background, no energy
leds[i] = CRGB(red_bgFireAqua, green_bgFireAqua, blue_bgFireAqua);
}
}
}
}
void injectRandomFireAqua()
{
// // random flame energy at bottom row
// for (int i=0; i<ledsPerLevel; i++) {
// currentEnergyFireAqua[i] = randomFireAqua(flame_minFireAqua, flame_maxFireAqua);
// energyModeFireAqua[i] = torch_nopFireAqua;
// }
// random sparks at second row
for (int i=0; i<ledsPerLevel -1; i++) {
if (energyModeFireAqua[i]!=torch_sparkFireAqua && randomFireAqua(100)<random_spark_probabilityFireAqua) {
currentEnergyFireAqua[i] = randomFireAqua(spark_minFireAqua, spark_maxFireAqua);
energyModeFireAqua[i] = torch_sparkFireAqua;
}
}
}
uint16_t FireAqua() {
injectRandomFireAqua();
calcnextEnergyFireAqua();
calcNextColorsFireAqua();
return 1;
}