IP Configuration

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Gašper Dobrovoljc
2023-03-11 15:11:03 +01:00
commit ec125f27db
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// NeoPixelAnimation
// This example will randomly pick a new color for each pixel and animate
// the current color to the new color over a random small amount of time, using
// a randomly selected animation curve.
// It will repeat this process once all pixels have finished the animation
//
// This will demonstrate the use of the NeoPixelAnimator extended time feature.
// This feature allows for different time scales to be used, allowing slow extended
// animations to be created.
//
// This will demonstrate the use of the NeoEase animation ease methods; that provide
// simulated acceleration to the animations.
//
// It also includes platform specific code for Esp8266 that demonstrates easy
// animation state and function definition inline. This is not available on AVR
// Arduinos; but the AVR compatible code is also included for comparison.
//
// The example includes some serial output that you can follow along with as it
// does the animation.
//
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
const uint16_t PixelCount = 4; // make sure to set this to the number of pixels in your strip
const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// For Esp8266, the Pin is omitted and it uses GPIO3 due to DMA hardware use.
// There are other Esp8266 alternative methods that provide more pin options, but also have
// other side effects.
// for details see wiki linked here https://github.com/Makuna/NeoPixelBus/wiki/ESP8266-NeoMethods
// NeoPixel animation time management object
NeoPixelAnimator animations(PixelCount, NEO_CENTISECONDS);
// create with enough animations to have one per pixel, depending on the animation
// effect, you may need more or less.
//
// since the normal animation time range is only about 65 seconds, by passing timescale value
// to the NeoPixelAnimator constructor we can increase the time range, but we also increase
// the time between the animation updates.
// NEO_CENTISECONDS will update the animations every 100th of a second rather than the default
// of a 1000th of a second, but the time range will now extend from about 65 seconds to about
// 10.9 minutes. But you must remember that the values passed to StartAnimations are now
// in centiseconds.
//
// Possible values from 1 to 32768, and there some helpful constants defined as...
// NEO_MILLISECONDS 1 // ~65 seconds max duration, ms updates
// NEO_CENTISECONDS 10 // ~10.9 minutes max duration, centisecond updates
// NEO_DECISECONDS 100 // ~1.8 hours max duration, decisecond updates
// NEO_SECONDS 1000 // ~18.2 hours max duration, second updates
// NEO_DECASECONDS 10000 // ~7.5 days, 10 second updates
//
#if defined(NEOPIXEBUS_NO_STL)
// for AVR, you need to manage the state due to lack of STL/compiler support
// for Esp8266 you can define the function using a lambda and state is created for you
// see below for an example
struct MyAnimationState
{
RgbColor StartingColor; // the color the animation starts at
RgbColor EndingColor; // the color the animation will end at
AnimEaseFunction Easeing; // the acceleration curve it will use
};
MyAnimationState animationState[PixelCount];
// one entry per pixel to match the animation timing manager
void AnimUpdate(const AnimationParam& param)
{
// first apply an easing (curve) to the animation
// this simulates acceleration to the effect
float progress = animationState[param.index].Easeing(param.progress);
// this gets called for each animation on every time step
// progress will start at 0.0 and end at 1.0
// we use the blend function on the RgbColor to mix
// color based on the progress given to us in the animation
RgbColor updatedColor = RgbColor::LinearBlend(
animationState[param.index].StartingColor,
animationState[param.index].EndingColor,
progress);
// apply the color to the strip
strip.SetPixelColor(param.index, updatedColor);
}
#endif
void SetRandomSeed()
{
uint32_t seed;
// random works best with a seed that can use 31 bits
// analogRead on a unconnected pin tends toward less than four bits
seed = analogRead(0);
delay(1);
for (int shifts = 3; shifts < 31; shifts += 3)
{
seed ^= analogRead(0) << shifts;
delay(1);
}
// Serial.println(seed);
randomSeed(seed);
}
void setup()
{
Serial.begin(115200);
while (!Serial); // wait for serial attach
strip.Begin();
strip.Show();
SetRandomSeed();
// just pick some colors
for (uint16_t pixel = 0; pixel < PixelCount; pixel++)
{
RgbColor color = RgbColor(random(255), random(255), random(255));
strip.SetPixelColor(pixel, color);
}
Serial.println();
Serial.println("Running...");
}
void SetupAnimationSet()
{
// setup some animations
for (uint16_t pixel = 0; pixel < PixelCount; pixel++)
{
const uint8_t peak = 128;
// pick a random duration of the animation for this pixel
// since values are centiseconds, the range is 1 - 4 seconds
uint16_t time = random(100, 400);
// each animation starts with the color that was present
RgbColor originalColor = strip.GetPixelColor(pixel);
// and ends with a random color
RgbColor targetColor = RgbColor(random(peak), random(peak), random(peak));
// with the random ease function
AnimEaseFunction easing;
switch (random(3))
{
case 0:
easing = NeoEase::CubicIn;
break;
case 1:
easing = NeoEase::CubicOut;
break;
case 2:
easing = NeoEase::QuadraticInOut;
break;
}
#if defined(NEOPIXEBUS_NO_STL)
// each animation starts with the color that was present
animationState[pixel].StartingColor = originalColor;
// and ends with a random color
animationState[pixel].EndingColor = targetColor;
// using the specific curve
animationState[pixel].Easeing = easing;
// now use the animation state we just calculated and start the animation
// which will continue to run and call the update function until it completes
animations.StartAnimation(pixel, time, AnimUpdate);
#else
// we must supply a function that will define the animation, in this example
// we are using "lambda expression" to define the function inline, which gives
// us an easy way to "capture" the originalColor and targetColor for the call back.
//
// this function will get called back when ever the animation needs to change
// the state of the pixel, it will provide a animation progress value
// from 0.0 (start of animation) to 1.0 (end of animation)
//
// we use this progress value to define how we want to animate in this case
// we call RgbColor::LinearBlend which will return a color blended between
// the values given, by the amount passed, hich is also a float value from 0.0-1.0.
// then we set the color.
//
// There is no need for the MyAnimationState struct as the compiler takes care
// of those details for us
AnimUpdateCallback animUpdate = [=](const AnimationParam& param)
{
// progress will start at 0.0 and end at 1.0
// we convert to the curve we want
float progress = easing(param.progress);
// use the curve value to apply to the animation
RgbColor updatedColor = RgbColor::LinearBlend(originalColor, targetColor, progress);
strip.SetPixelColor(pixel, updatedColor);
};
// now use the animation properties we just calculated and start the animation
// which will continue to run and call the update function until it completes
animations.StartAnimation(pixel, time, animUpdate);
#endif
}
}
void loop()
{
if (animations.IsAnimating())
{
// the normal loop just needs these two to run the active animations
animations.UpdateAnimations();
strip.Show();
}
else
{
Serial.println();
Serial.println("Setup Next Set...");
// example function that sets up some animations
SetupAnimationSet();
}
}

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// NeoPixelCylon
// This example will move a Cylon Red Eye back and forth across the
// the full collection of pixels on the strip.
//
// This will demonstrate the use of the NeoEase animation ease methods; that provide
// simulated acceleration to the animations.
//
//
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
const uint16_t PixelCount = 16; // make sure to set this to the number of pixels in your strip
const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
const RgbColor CylonEyeColor(HtmlColor(0x7f0000));
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// for esp8266 omit the pin
//NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount);
NeoPixelAnimator animations(2); // only ever need 2 animations
uint16_t lastPixel = 0; // track the eye position
int8_t moveDir = 1; // track the direction of movement
// uncomment one of the lines below to see the effects of
// changing the ease function on the movement animation
AnimEaseFunction moveEase =
// NeoEase::Linear;
// NeoEase::QuadraticInOut;
// NeoEase::CubicInOut;
NeoEase::QuarticInOut;
// NeoEase::QuinticInOut;
// NeoEase::SinusoidalInOut;
// NeoEase::ExponentialInOut;
// NeoEase::CircularInOut;
void FadeAll(uint8_t darkenBy)
{
RgbColor color;
for (uint16_t indexPixel = 0; indexPixel < strip.PixelCount(); indexPixel++)
{
color = strip.GetPixelColor(indexPixel);
color.Darken(darkenBy);
strip.SetPixelColor(indexPixel, color);
}
}
void FadeAnimUpdate(const AnimationParam& param)
{
if (param.state == AnimationState_Completed)
{
FadeAll(10);
animations.RestartAnimation(param.index);
}
}
void MoveAnimUpdate(const AnimationParam& param)
{
// apply the movement animation curve
float progress = moveEase(param.progress);
// use the curved progress to calculate the pixel to effect
uint16_t nextPixel;
if (moveDir > 0)
{
nextPixel = progress * PixelCount;
}
else
{
nextPixel = (1.0f - progress) * PixelCount;
}
// if progress moves fast enough, we may move more than
// one pixel, so we update all between the calculated and
// the last
if (lastPixel != nextPixel)
{
for (uint16_t i = lastPixel + moveDir; i != nextPixel; i += moveDir)
{
strip.SetPixelColor(i, CylonEyeColor);
}
}
strip.SetPixelColor(nextPixel, CylonEyeColor);
lastPixel = nextPixel;
if (param.state == AnimationState_Completed)
{
// reverse direction of movement
moveDir *= -1;
// done, time to restart this position tracking animation/timer
animations.RestartAnimation(param.index);
}
}
void SetupAnimations()
{
// fade all pixels providing a tail that is longer the faster
// the pixel moves.
animations.StartAnimation(0, 5, FadeAnimUpdate);
// take several seconds to move eye fron one side to the other
animations.StartAnimation(1, 2000, MoveAnimUpdate);
}
void setup()
{
strip.Begin();
strip.Show();
SetupAnimations();
}
void loop()
{
// this is all that is needed to keep it running
// and avoiding using delay() is always a good thing for
// any timing related routines
animations.UpdateAnimations();
strip.Show();
}

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// NeoPixelFunFadeInOut
// This example will randomly pick a color and fade all pixels to that color, then
// it will fade them to black and restart over
//
// This example demonstrates the use of a single animation channel to animate all
// the pixels at once.
//
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
const uint16_t PixelCount = 16; // make sure to set this to the number of pixels in your strip
const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
const uint8_t AnimationChannels = 1; // we only need one as all the pixels are animated at once
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// For Esp8266, the Pin is omitted and it uses GPIO3 due to DMA hardware use.
// There are other Esp8266 alternative methods that provide more pin options, but also have
// other side effects.
// for details see wiki linked here https://github.com/Makuna/NeoPixelBus/wiki/ESP8266-NeoMethods
NeoPixelAnimator animations(AnimationChannels); // NeoPixel animation management object
boolean fadeToColor = true; // general purpose variable used to store effect state
// what is stored for state is specific to the need, in this case, the colors.
// basically what ever you need inside the animation update function
struct MyAnimationState
{
RgbColor StartingColor;
RgbColor EndingColor;
};
// one entry per pixel to match the animation timing manager
MyAnimationState animationState[AnimationChannels];
void SetRandomSeed()
{
uint32_t seed;
// random works best with a seed that can use 31 bits
// analogRead on a unconnected pin tends toward less than four bits
seed = analogRead(0);
delay(1);
for (int shifts = 3; shifts < 31; shifts += 3)
{
seed ^= analogRead(0) << shifts;
delay(1);
}
randomSeed(seed);
}
// simple blend function
void BlendAnimUpdate(const AnimationParam& param)
{
// this gets called for each animation on every time step
// progress will start at 0.0 and end at 1.0
// we use the blend function on the RgbColor to mix
// color based on the progress given to us in the animation
RgbColor updatedColor = RgbColor::LinearBlend(
animationState[param.index].StartingColor,
animationState[param.index].EndingColor,
param.progress);
// apply the color to the strip
for (uint16_t pixel = 0; pixel < PixelCount; pixel++)
{
strip.SetPixelColor(pixel, updatedColor);
}
}
void FadeInFadeOutRinseRepeat(float luminance)
{
if (fadeToColor)
{
// Fade upto a random color
// we use HslColor object as it allows us to easily pick a hue
// with the same saturation and luminance so the colors picked
// will have similiar overall brightness
RgbColor target = HslColor(random(360) / 360.0f, 1.0f, luminance);
uint16_t time = random(800, 2000);
animationState[0].StartingColor = strip.GetPixelColor(0);
animationState[0].EndingColor = target;
animations.StartAnimation(0, time, BlendAnimUpdate);
}
else
{
// fade to black
uint16_t time = random(600, 700);
animationState[0].StartingColor = strip.GetPixelColor(0);
animationState[0].EndingColor = RgbColor(0);
animations.StartAnimation(0, time, BlendAnimUpdate);
}
// toggle to the next effect state
fadeToColor = !fadeToColor;
}
void setup()
{
strip.Begin();
strip.Show();
SetRandomSeed();
}
void loop()
{
if (animations.IsAnimating())
{
// the normal loop just needs these two to run the active animations
animations.UpdateAnimations();
strip.Show();
}
else
{
// no animation runnning, start some
//
FadeInFadeOutRinseRepeat(0.2f); // 0.0 = black, 0.25 is normal, 0.5 is bright
}
}

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// NeoPixelFunLoop
// This example will move a trail of light around a series of pixels.
// A ring formation of pixels looks best.
// The trail will have a slowly fading tail.
//
// This will demonstrate the use of the NeoPixelAnimator.
// It shows the advanced use an animation to control the modification and
// starting of other animations.
// It also shows the normal use of animating colors.
// It also demonstrates the ability to share an animation channel rather than
// hard code them to pixels.
//
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
const uint16_t PixelCount = 16; // make sure to set this to the number of pixels in your strip
const uint16_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
const uint16_t AnimCount = PixelCount / 5 * 2 + 1; // we only need enough animations for the tail and one extra
const uint16_t PixelFadeDuration = 300; // third of a second
// one second divide by the number of pixels = loop once a second
const uint16_t NextPixelMoveDuration = 1000 / PixelCount; // how fast we move through the pixels
NeoGamma<NeoGammaTableMethod> colorGamma; // for any fade animations, best to correct gamma
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// For Esp8266, the Pin is omitted and it uses GPIO3 due to DMA hardware use.
// There are other Esp8266 alternative methods that provide more pin options, but also have
// other side effects.
// for details see wiki linked here https://github.com/Makuna/NeoPixelBus/wiki/ESP8266-NeoMethods
// what is stored for state is specific to the need, in this case, the colors and
// the pixel to animate;
// basically what ever you need inside the animation update function
struct MyAnimationState
{
RgbColor StartingColor;
RgbColor EndingColor;
uint16_t IndexPixel; // which pixel this animation is effecting
};
NeoPixelAnimator animations(AnimCount); // NeoPixel animation management object
MyAnimationState animationState[AnimCount];
uint16_t frontPixel = 0; // the front of the loop
RgbColor frontColor; // the color at the front of the loop
void SetRandomSeed()
{
uint32_t seed;
// random works best with a seed that can use 31 bits
// analogRead on a unconnected pin tends toward less than four bits
seed = analogRead(0);
delay(1);
for (int shifts = 3; shifts < 31; shifts += 3)
{
seed ^= analogRead(0) << shifts;
delay(1);
}
// Serial.println(seed);
randomSeed(seed);
}
void FadeOutAnimUpdate(const AnimationParam& param)
{
// this gets called for each animation on every time step
// progress will start at 0.0 and end at 1.0
// we use the blend function on the RgbColor to mix
// color based on the progress given to us in the animation
RgbColor updatedColor = RgbColor::LinearBlend(
animationState[param.index].StartingColor,
animationState[param.index].EndingColor,
param.progress);
// apply the color to the strip
strip.SetPixelColor(animationState[param.index].IndexPixel,
colorGamma.Correct(updatedColor));
}
void LoopAnimUpdate(const AnimationParam& param)
{
// wait for this animation to complete,
// we are using it as a timer of sorts
if (param.state == AnimationState_Completed)
{
// done, time to restart this position tracking animation/timer
animations.RestartAnimation(param.index);
// pick the next pixel inline to start animating
//
frontPixel = (frontPixel + 1) % PixelCount; // increment and wrap
if (frontPixel == 0)
{
// we looped, lets pick a new front color
frontColor = HslColor(random(360) / 360.0f, 1.0f, 0.25f);
}
uint16_t indexAnim;
// do we have an animation available to use to animate the next front pixel?
// if you see skipping, then either you are going to fast or need to increase
// the number of animation channels
if (animations.NextAvailableAnimation(&indexAnim, 1))
{
animationState[indexAnim].StartingColor = frontColor;
animationState[indexAnim].EndingColor = RgbColor(0, 0, 0);
animationState[indexAnim].IndexPixel = frontPixel;
animations.StartAnimation(indexAnim, PixelFadeDuration, FadeOutAnimUpdate);
}
}
}
void setup()
{
strip.Begin();
strip.Show();
SetRandomSeed();
// we use the index 0 animation to time how often we move to the next
// pixel in the strip
animations.StartAnimation(0, NextPixelMoveDuration, LoopAnimUpdate);
}
void loop()
{
// this is all that is needed to keep it running
// and avoiding using delay() is always a good thing for
// any timing related routines
animations.UpdateAnimations();
strip.Show();
}

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// NeoPixelFunRandomChange
// This example will randomly select a number pixels and then
// start an animation to blend them from their current color to
// randomly selected a color
//
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
const uint16_t PixelCount = 16; // make sure to set this to the number of pixels in your strip
const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// For Esp8266, the Pin is omitted and it uses GPIO3 due to DMA hardware use.
// There are other Esp8266 alternative methods that provide more pin options, but also have
// other side effects.
// for details see wiki linked here https://github.com/Makuna/NeoPixelBus/wiki/ESP8266-NeoMethods
NeoPixelAnimator animations(PixelCount); // NeoPixel animation management object
// what is stored for state is specific to the need, in this case, the colors.
// Basically what ever you need inside the animation update function
struct MyAnimationState
{
RgbColor StartingColor;
RgbColor EndingColor;
};
// one entry per pixel to match the animation timing manager
MyAnimationState animationState[PixelCount];
void SetRandomSeed()
{
uint32_t seed;
// random works best with a seed that can use 31 bits
// analogRead on a unconnected pin tends toward less than four bits
seed = analogRead(0);
delay(1);
for (int shifts = 3; shifts < 31; shifts += 3)
{
seed ^= analogRead(0) << shifts;
delay(1);
}
// Serial.println(seed);
randomSeed(seed);
}
// simple blend function
void BlendAnimUpdate(const AnimationParam& param)
{
// this gets called for each animation on every time step
// progress will start at 0.0 and end at 1.0
// we use the blend function on the RgbColor to mix
// color based on the progress given to us in the animation
RgbColor updatedColor = RgbColor::LinearBlend(
animationState[param.index].StartingColor,
animationState[param.index].EndingColor,
param.progress);
// apply the color to the strip
strip.SetPixelColor(param.index, updatedColor);
}
void PickRandom(float luminance)
{
// pick random count of pixels to animate
uint16_t count = random(PixelCount);
while (count > 0)
{
// pick a random pixel
uint16_t pixel = random(PixelCount);
// pick random time and random color
// we use HslColor object as it allows us to easily pick a color
// with the same saturation and luminance
uint16_t time = random(100, 400);
animationState[pixel].StartingColor = strip.GetPixelColor(pixel);
animationState[pixel].EndingColor = HslColor(random(360) / 360.0f, 1.0f, luminance);
animations.StartAnimation(pixel, time, BlendAnimUpdate);
count--;
}
}
void setup()
{
strip.Begin();
strip.Show();
SetRandomSeed();
}
void loop()
{
if (animations.IsAnimating())
{
// the normal loop just needs these two to run the active animations
animations.UpdateAnimations();
strip.Show();
}
else
{
// no animations runnning, start some
//
PickRandom(0.2f); // 0.0 = black, 0.25 is normal, 0.5 is bright
}
}

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// NeoPixelFunLoop
// This example will move a trail of light around a series of pixels.
// A ring formation of pixels looks best.
// The trail will have a slowly fading tail.
//
// This will demonstrate the use of the RotateRight method.
//
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
const uint16_t PixelCount = 16; // make sure to set this to the number of pixels in your strip
const uint16_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
const uint16_t AnimCount = 1; // we only need one
const uint16_t TailLength = 6; // length of the tail, must be shorter than PixelCount
const float MaxLightness = 0.4f; // max lightness at the head of the tail (0.5f is full bright)
NeoGamma<NeoGammaTableMethod> colorGamma; // for any fade animations, best to correct gamma
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// for esp8266 omit the pin
//NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount);
NeoPixelAnimator animations(AnimCount); // NeoPixel animation management object
void SetRandomSeed()
{
uint32_t seed;
// random works best with a seed that can use 31 bits
// analogRead on a unconnected pin tends toward less than four bits
seed = analogRead(0);
delay(1);
for (int shifts = 3; shifts < 31; shifts += 3)
{
seed ^= analogRead(0) << shifts;
delay(1);
}
// Serial.println(seed);
randomSeed(seed);
}
void LoopAnimUpdate(const AnimationParam& param)
{
// wait for this animation to complete,
// we are using it as a timer of sorts
if (param.state == AnimationState_Completed)
{
// done, time to restart this position tracking animation/timer
animations.RestartAnimation(param.index);
// rotate the complete strip one pixel to the right on every update
strip.RotateRight(1);
}
}
void DrawTailPixels()
{
// using Hsl as it makes it easy to pick from similiar saturated colors
float hue = random(360) / 360.0f;
for (uint16_t index = 0; index < strip.PixelCount() && index <= TailLength; index++)
{
float lightness = index * MaxLightness / TailLength;
RgbColor color = HslColor(hue, 1.0f, lightness);
strip.SetPixelColor(index, colorGamma.Correct(color));
}
}
void setup()
{
strip.Begin();
strip.Show();
SetRandomSeed();
// Draw the tail that will be rotated through all the rest of the pixels
DrawTailPixels();
// we use the index 0 animation to time how often we rotate all the pixels
animations.StartAnimation(0, 66, LoopAnimUpdate);
}
void loop()
{
// this is all that is needed to keep it running
// and avoiding using delay() is always a good thing for
// any timing related routines
animations.UpdateAnimations();
strip.Show();
}