131 lines
3.8 KiB
C++
131 lines
3.8 KiB
C++
// NeoPixelFunFadeInOut
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// This example will randomly pick a color and fade all pixels to that color, then
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// it will fade them to black and restart over
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//
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// This example demonstrates the use of a single animation channel to animate all
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// the pixels at once.
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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 = 16; // 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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const uint8_t AnimationChannels = 1; // we only need one as all the pixels are animated at once
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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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NeoPixelAnimator animations(AnimationChannels); // NeoPixel animation management object
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boolean fadeToColor = true; // general purpose variable used to store effect state
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// what is stored for state is specific to the need, in this case, the colors.
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// basically what ever you need inside the animation update function
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struct MyAnimationState
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{
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RgbColor StartingColor;
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RgbColor EndingColor;
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};
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// one entry per pixel to match the animation timing manager
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MyAnimationState animationState[AnimationChannels];
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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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randomSeed(seed);
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}
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// simple blend function
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void BlendAnimUpdate(const AnimationParam& param)
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{
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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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param.progress);
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// apply the color to the strip
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for (uint16_t pixel = 0; pixel < PixelCount; pixel++)
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{
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strip.SetPixelColor(pixel, updatedColor);
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}
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}
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void FadeInFadeOutRinseRepeat(float luminance)
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{
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if (fadeToColor)
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{
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// Fade upto a random color
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// we use HslColor object as it allows us to easily pick a hue
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// with the same saturation and luminance so the colors picked
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// will have similiar overall brightness
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RgbColor target = HslColor(random(360) / 360.0f, 1.0f, luminance);
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uint16_t time = random(800, 2000);
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animationState[0].StartingColor = strip.GetPixelColor(0);
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animationState[0].EndingColor = target;
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animations.StartAnimation(0, time, BlendAnimUpdate);
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}
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else
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{
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// fade to black
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uint16_t time = random(600, 700);
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animationState[0].StartingColor = strip.GetPixelColor(0);
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animationState[0].EndingColor = RgbColor(0);
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animations.StartAnimation(0, time, BlendAnimUpdate);
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}
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// toggle to the next effect state
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fadeToColor = !fadeToColor;
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}
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void setup()
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{
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strip.Begin();
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strip.Show();
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SetRandomSeed();
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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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// no animation runnning, start some
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//
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FadeInFadeOutRinseRepeat(0.2f); // 0.0 = black, 0.25 is normal, 0.5 is bright
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}
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}
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