Skip to content

Instantly share code, notes, and snippets.

@samguyer
Created March 19, 2018 01:43
Show Gist options
  • Save samguyer/a3f557ebb41d57fbeac557eddb548b66 to your computer and use it in GitHub Desktop.
Save samguyer/a3f557ebb41d57fbeac557eddb548b66 to your computer and use it in GitHub Desktop.
Multipe flame Fire2012
#include <FastLED.h>
#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;
}
}
};
// --------------------------------------------------------------------------
// 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();
FastLED.show();
}
void loop()
{
int percent = 100;
flame_1.render(percent);
flame_2.render(percent);
flame_3.render(percent);
FastLED.show();
delay(1000/FRAMES_PER_SECOND);
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment