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March 1, 2018 02:05
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Code for a "fire" (three LED strip flames) triggered by a PIR sensor.
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#include <FastLED.h> | |
#include <adel.h> | |
#define PIRPIN 6 | |
#define FLAME_1_PIN 3 | |
#define FLAME_1_SIZE 60 | |
#define FLAME_2_PIN 4 | |
#define FLAME_2_SIZE 24 | |
#define FLAME_3_PIN 5 | |
#define FLAME_3_SIZE 51 | |
#define COLOR_ORDER GRB | |
#define CHIPSET WS2812 | |
#define BRIGHTNESS 220 | |
#define FRAMES_PER_SECOND 60 | |
// -- Color palette for the flames | |
CRGBPalette16 gPal; | |
// 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 150 | |
// -------------------------------------------------------------------------- | |
// Flame class | |
template<int NUM_LEDS, int LED_PIN> | |
class Flame | |
{ | |
private: | |
CRGB leds[NUM_LEDS]; | |
byte heat[NUM_LEDS]; | |
public: | |
Flame() | |
{ | |
for (int i = 0; i < NUM_LEDS; i++) { | |
heat[i] = 0; | |
leds[i] = CRGB::Black; | |
} | |
} | |
void init() | |
{ | |
FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); | |
pinMode(LED_PIN, OUTPUT); | |
digitalWrite(LED_PIN, LOW); | |
} | |
void render(int percent) | |
{ | |
// 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). | |
// COOLING: How much does the air cool as it rises? | |
// Less cooling = taller flames. More cooling = shorter flames. | |
// Default 55, suggested range 20-100 | |
int cooling = 100 - ((percent * 2) / 3); | |
int cur_size = (NUM_LEDS * percent + 1) / 100; | |
// Step 1. Cool down every cell a little | |
for( int i = 0; i < cur_size; i++) { | |
heat[i] = qsub8( heat[i], random8(0, ((cooling * 10) / cur_size) + 2)); | |
} | |
// Step 2. Heat from each cell drifts 'up' and diffuses a little | |
for( int k= cur_size - 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(100,150) ); | |
} | |
// Step 4. Map from heat cells to LED colors | |
for( int j = 0; j < cur_size; j++) { | |
// Scale the heat value from 0-255 down to 0-240 | |
// for best results with color palettes. | |
byte colorindex = scale8( heat[j], 170); | |
CRGB color = ColorFromPalette( gPal, colorindex); | |
leds[j] = color; | |
} | |
for (int j = cur_size; j < NUM_LEDS; j++) { | |
leds[j] = CRGB::Black; | |
} | |
} | |
}; | |
// Fire2012 with programmable Color Palette | |
// | |
// This code is the same fire simulation as the original "Fire2012", | |
// but each heat cell's temperature is translated to color through a FastLED | |
// programmable color palette, instead of through the "HeatColor(...)" function. | |
// | |
// Four different static color palettes are provided here, plus one dynamic one. | |
// | |
// The three static ones are: | |
// 1. the FastLED built-in HeatColors_p -- this is the default, and it looks | |
// pretty much exactly like the original Fire2012. | |
// | |
// To use any of the other palettes below, just "uncomment" the corresponding code. | |
// | |
// 2. a gradient from black to red to yellow to white, which is | |
// visually similar to the HeatColors_p, and helps to illustrate | |
// what the 'heat colors' palette is actually doing, | |
// 3. a similar gradient, but in blue colors rather than red ones, | |
// i.e. from black to blue to aqua to white, which results in | |
// an "icy blue" fire effect, | |
// 4. a simplified three-step gradient, from black to red to white, just to show | |
// that these gradients need not have four components; two or | |
// three are possible, too, even if they don't look quite as nice for fire. | |
// | |
// The dynamic palette shows how you can change the basic 'hue' of the | |
// color palette every time through the loop, producing "rainbow fire". | |
// Add entropy to random number generator; we use a lot of it. | |
// Fourth, the most sophisticated: this one sets up a new palette every | |
// time through the loop, based on a hue that changes every time. | |
// The palette is a gradient from black, to a dark color based on the hue, | |
// to a light color based on the hue, to white. | |
// | |
// static uint8_t hue = 0; | |
// hue++; | |
// CRGB darkcolor = CHSV(hue,255,192); // pure hue, three-quarters brightness | |
// CRGB lightcolor = CHSV(hue,128,255); // half 'whitened', full brightness | |
// gPal = CRGBPalette16( CRGB::Black, darkcolor, lightcolor, CRGB::White); | |
// -------------------------------------------------------------------------- | |
// Main logic | |
// Shelf has three separate flame strips | |
Flame<FLAME_1_SIZE, FLAME_1_PIN> flame_1; | |
Flame<FLAME_2_SIZE, FLAME_2_PIN> flame_2; | |
Flame<FLAME_3_SIZE, FLAME_3_PIN> flame_3; | |
void setup() | |
{ | |
delay(500); | |
Serial.begin(9600); | |
FastLED.setBrightness( BRIGHTNESS ); | |
// This first palette is the basic 'black body radiation' colors, | |
// which run from black to red to bright yellow to white. | |
gPal = HeatColors_p; | |
// These are other ways to set up the color palette for the 'fire'. | |
// First, a gradient from black to red to yellow to white -- similar to HeatColors_p | |
// gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::Yellow, CRGB::White); | |
// Second, this palette is like the heat colors, but blue/aqua instead of red/yellow | |
// gPal = CRGBPalette16( CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White); | |
// Third, here's a simpler, three-step gradient, from black to red to white | |
// gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::White); | |
flame_1.init(); | |
flame_2.init(); | |
flame_3.init(); | |
pinMode(PIRPIN, INPUT); | |
digitalWrite(PIRPIN, LOW); | |
FastLED.show(); | |
} | |
/** Render frame | |
* Render all flames with a frame-rate delay. | |
*/ | |
adel render_frame(int percent) | |
{ | |
abegin: | |
flame_1.render(percent); | |
flame_2.render(percent); | |
flame_3.render(percent); | |
FastLED.show(); | |
adelay(1000/FRAMES_PER_SECOND); | |
aend; | |
} | |
adel render_full() | |
{ | |
abegin: | |
while(1) { | |
andthen( render_frame(100) ); | |
} | |
aend; | |
} | |
/** Burn the man | |
* Ramp up the flames over several seconds, then ramp them down | |
* a little more slowly. | |
*/ | |
adel burn_the_man() | |
{ | |
int v; | |
int i; | |
abegin: | |
// -- Ramp up the fire | |
aramp(15000, v, 0, 100) { | |
andthen( render_frame(v) ); | |
} | |
// -- Burn for 15 seconds | |
aforatmost(15000, render_full() ); | |
// -- Ramp down the fire | |
aramp(30000, v, 100, 0) { | |
andthen( render_frame(v) ); | |
} | |
// -- Shut it off | |
andthen( render_frame(0) ); | |
aend; | |
} | |
/** Trigger burn | |
* Wait for the PIR sensor to be triggered, then burn the man! | |
*/ | |
adel triggerburn() | |
{ | |
abegin: | |
await( digitalRead(PIRPIN) == HIGH); | |
andthen( burn_the_man() ); | |
aend; | |
} | |
void loop() | |
{ | |
random16_add_entropy( random()); | |
arepeat( triggerburn() ); | |
} |
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