Fire simulation on Neopixel rings
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#include <FastLED.h> | |
#define COLOR_ORDER GRB | |
#define CHIPSET WS2811 | |
#define NUM_LEDS 23 | |
#define BRIGHTNESS 200 | |
#define FRAMES_PER_SECOND 60 | |
bool gReverseDirection = false; | |
CRGB leds[NUM_LEDS]; | |
void setup() { | |
delay(3000); // sanity delay | |
FastLED.addLeds<CHIPSET, 9, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); | |
FastLED.addLeds<CHIPSET, 10, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); | |
FastLED.addLeds<CHIPSET, 11, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); | |
FastLED.setBrightness( BRIGHTNESS ); | |
} | |
void loop() | |
{ | |
// Add entropy to random number generator; we use a lot of it. | |
// random16_add_entropy( random()); | |
RocketEngines(); // run simulation frame | |
FastLED.show(); // display this frame | |
FastLED.delay(1000 / FRAMES_PER_SECOND); | |
} | |
// Fire2012 by Mark Kriegsman, July 2012 | |
// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY | |
//// | |
// This basic one-dimensional 'fire' simulation works roughly as follows: | |
// There's a underlying array of 'heat' cells, that model the temperature | |
// at each point along the line. Every cycle through the simulation, | |
// four steps are performed: | |
// 1) All cells cool down a little bit, losing heat to the air | |
// 2) The heat from each cell drifts 'up' and diffuses a little | |
// 3) Sometimes randomly new 'sparks' of heat are added at the bottom | |
// 4) The heat from each cell is rendered as a color into the leds array | |
// The heat-to-color mapping uses a black-body radiation approximation. | |
// | |
// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot). | |
// | |
// This simulation scales it self a bit depending on NUM_LEDS; it should look | |
// "OK" on anywhere from 20 to 100 LEDs without too much tweaking. | |
// | |
// I recommend running this simulation at anywhere from 30-100 frames per second, | |
// meaning an interframe delay of about 10-35 milliseconds. | |
// | |
// Looks best on a high-density LED setup (60+ pixels/meter). | |
// | |
// | |
// There are two main parameters you can play with to control the look and | |
// feel of your fire: COOLING (used in step 1 above), and SPARKING (used | |
// in step 3 above). | |
// | |
// COOLING: How much does the air cool as it rises? | |
// Less cooling = taller flames. More cooling = shorter flames. | |
// Default 50, suggested range 20-100 | |
#define COOLING 55 | |
// SPARKING: What chance (out of 255) is there that a new spark will be lit? | |
// Higher chance = more roaring fire. Lower chance = more flickery fire. | |
// Default 120, suggested range 50-200. | |
#define SPARKING 190 | |
void RocketEngines() | |
{ | |
// Array of temperature readings at each simulation cell | |
static byte heat[NUM_LEDS]; | |
// Step 1. Cool down every cell a little | |
for( int i = 0; i < NUM_LEDS; i++) { | |
heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2)); | |
} | |
// Step 2. Heat from each cell drifts 'up' and diffuses a little | |
for( int k= NUM_LEDS - 1; k >= 2; k--) { | |
heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3; | |
} | |
// Step 3. Randomly ignite new 'sparks' of heat near the bottom | |
if( random8() < SPARKING ) { | |
int y = random8(7); | |
heat[y] = qadd8( heat[y], random8(160,255) ); | |
} | |
// Step 4. Map from heat cells to LED colors | |
for( int j = 0; j < NUM_LEDS; j++) { | |
CRGB color = HeatColor( heat[j]); | |
int pixelnumber; | |
if( gReverseDirection ) { | |
pixelnumber = (NUM_LEDS-1) - j; | |
} else { | |
pixelnumber = j; | |
} | |
leds[pixelnumber] = color; | |
} | |
} | |
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