223 lines
8.3 KiB
Arduino
223 lines
8.3 KiB
Arduino
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// NeoPixelAnimation
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// This example will randomly pick a new color for each pixel and animate
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// the current color to the new color over a random small amount of time, using
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// a randomly selected animation curve.
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// It will repeat this process once all pixels have finished the animation
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//
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// This will demonstrate the use of the NeoPixelAnimator extended time feature.
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// This feature allows for different time scales to be used, allowing slow extended
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// animations to be created.
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//
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// This will demonstrate the use of the NeoEase animation ease methods; that provide
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// simulated acceleration to the animations.
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//
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// It also includes platform specific code for Esp8266 that demonstrates easy
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// animation state and function definition inline. This is not available on AVR
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// Arduinos; but the AVR compatible code is also included for comparison.
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//
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// The example includes some serial output that you can follow along with as it
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// does the animation.
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//
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#include <NeoPixelBus.h>
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#include <NeoPixelAnimator.h>
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const uint16_t PixelCount = 4; // make sure to set this to the number of pixels in your strip
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const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
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NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
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// For Esp8266, the Pin is omitted and it uses GPIO3 due to DMA hardware use.
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// There are other Esp8266 alternative methods that provide more pin options, but also have
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// other side effects.
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// for details see wiki linked here https://github.com/Makuna/NeoPixelBus/wiki/ESP8266-NeoMethods
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// NeoPixel animation time management object
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NeoPixelAnimator animations(PixelCount, NEO_CENTISECONDS);
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// create with enough animations to have one per pixel, depending on the animation
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// effect, you may need more or less.
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//
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// since the normal animation time range is only about 65 seconds, by passing timescale value
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// to the NeoPixelAnimator constructor we can increase the time range, but we also increase
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// the time between the animation updates.
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// NEO_CENTISECONDS will update the animations every 100th of a second rather than the default
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// of a 1000th of a second, but the time range will now extend from about 65 seconds to about
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// 10.9 minutes. But you must remember that the values passed to StartAnimations are now
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// in centiseconds.
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//
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// Possible values from 1 to 32768, and there some helpful constants defined as...
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// NEO_MILLISECONDS 1 // ~65 seconds max duration, ms updates
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// NEO_CENTISECONDS 10 // ~10.9 minutes max duration, centisecond updates
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// NEO_DECISECONDS 100 // ~1.8 hours max duration, decisecond updates
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// NEO_SECONDS 1000 // ~18.2 hours max duration, second updates
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// NEO_DECASECONDS 10000 // ~7.5 days, 10 second updates
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//
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#if defined(NEOPIXEBUS_NO_STL)
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// for AVR, you need to manage the state due to lack of STL/compiler support
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// for Esp8266 you can define the function using a lambda and state is created for you
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// see below for an example
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struct MyAnimationState
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{
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RgbColor StartingColor; // the color the animation starts at
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RgbColor EndingColor; // the color the animation will end at
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AnimEaseFunction Easeing; // the acceleration curve it will use
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};
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MyAnimationState animationState[PixelCount];
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// one entry per pixel to match the animation timing manager
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void AnimUpdate(const AnimationParam& param)
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{
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// first apply an easing (curve) to the animation
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// this simulates acceleration to the effect
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float progress = animationState[param.index].Easeing(param.progress);
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// this gets called for each animation on every time step
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// progress will start at 0.0 and end at 1.0
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// we use the blend function on the RgbColor to mix
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// color based on the progress given to us in the animation
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RgbColor updatedColor = RgbColor::LinearBlend(
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animationState[param.index].StartingColor,
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animationState[param.index].EndingColor,
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progress);
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// apply the color to the strip
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strip.SetPixelColor(param.index, updatedColor);
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}
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#endif
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void SetRandomSeed()
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{
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uint32_t seed;
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// random works best with a seed that can use 31 bits
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// analogRead on a unconnected pin tends toward less than four bits
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seed = analogRead(0);
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delay(1);
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for (int shifts = 3; shifts < 31; shifts += 3)
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{
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seed ^= analogRead(0) << shifts;
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delay(1);
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}
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// Serial.println(seed);
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randomSeed(seed);
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}
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void setup()
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{
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Serial.begin(115200);
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while (!Serial); // wait for serial attach
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strip.Begin();
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strip.Show();
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SetRandomSeed();
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// just pick some colors
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for (uint16_t pixel = 0; pixel < PixelCount; pixel++)
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{
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RgbColor color = RgbColor(random(255), random(255), random(255));
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strip.SetPixelColor(pixel, color);
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}
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Serial.println();
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Serial.println("Running...");
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}
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void SetupAnimationSet()
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{
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// setup some animations
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for (uint16_t pixel = 0; pixel < PixelCount; pixel++)
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{
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const uint8_t peak = 128;
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// pick a random duration of the animation for this pixel
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// since values are centiseconds, the range is 1 - 4 seconds
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uint16_t time = random(100, 400);
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// each animation starts with the color that was present
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RgbColor originalColor = strip.GetPixelColor(pixel);
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// and ends with a random color
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RgbColor targetColor = RgbColor(random(peak), random(peak), random(peak));
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// with the random ease function
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AnimEaseFunction easing;
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switch (random(3))
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{
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case 0:
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easing = NeoEase::CubicIn;
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break;
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case 1:
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easing = NeoEase::CubicOut;
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break;
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case 2:
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easing = NeoEase::QuadraticInOut;
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break;
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}
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#if defined(NEOPIXEBUS_NO_STL)
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// each animation starts with the color that was present
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animationState[pixel].StartingColor = originalColor;
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// and ends with a random color
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animationState[pixel].EndingColor = targetColor;
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// using the specific curve
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animationState[pixel].Easeing = easing;
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// now use the animation state we just calculated and start the animation
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// which will continue to run and call the update function until it completes
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animations.StartAnimation(pixel, time, AnimUpdate);
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#else
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// we must supply a function that will define the animation, in this example
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// we are using "lambda expression" to define the function inline, which gives
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// us an easy way to "capture" the originalColor and targetColor for the call back.
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//
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// this function will get called back when ever the animation needs to change
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// the state of the pixel, it will provide a animation progress value
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// from 0.0 (start of animation) to 1.0 (end of animation)
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//
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// we use this progress value to define how we want to animate in this case
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// we call RgbColor::LinearBlend which will return a color blended between
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// the values given, by the amount passed, hich is also a float value from 0.0-1.0.
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// then we set the color.
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//
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// There is no need for the MyAnimationState struct as the compiler takes care
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// of those details for us
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AnimUpdateCallback animUpdate = [=](const AnimationParam& param)
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{
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// progress will start at 0.0 and end at 1.0
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// we convert to the curve we want
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float progress = easing(param.progress);
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// use the curve value to apply to the animation
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RgbColor updatedColor = RgbColor::LinearBlend(originalColor, targetColor, progress);
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strip.SetPixelColor(pixel, updatedColor);
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};
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// now use the animation properties we just calculated and start the animation
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// which will continue to run and call the update function until it completes
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animations.StartAnimation(pixel, time, animUpdate);
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#endif
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}
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}
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void loop()
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{
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if (animations.IsAnimating())
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{
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// the normal loop just needs these two to run the active animations
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animations.UpdateAnimations();
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strip.Show();
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}
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else
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{
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Serial.println();
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Serial.println("Setup Next Set...");
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// example function that sets up some animations
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SetupAnimationSet();
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}
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}
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