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mirrored_Fire2012_on_one_strip.ino
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mirrored_Fire2012_on_one_strip.ino
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//***************************************************************
//
// ***NOTE***:
// There is an updated version of this now which as the option
// to go from center outward or from ends inward toward center.
// https://github.com/marmilicious/FastLED_examples/blob/master/mirrored_Fire2012.ino
//
//
// Example of running FastLED's Fire2012 example on the first
// half of a strip, and mirroring that to the the second half.
//
// The first thing I did was find & replace NUM_LEDS with NUM_LEDS/2
// in all parts of the Fire2012 function.
//
// Then I added the "mirror2ndHalf" function that always gets run
// right before FastLED.show()
//
// Marc Miller, Feb 2017
//***************************************************************
#include "FastLED.h"
#define DATA_PIN 11
#define CLK_PIN 13
#define LED_TYPE LPD8806
#define COLOR_ORDER GRB
#define NUM_LEDS 32 // Total number of pixels in strip
#define BRIGHTNESS 100
CRGB leds[NUM_LEDS];
#define FRAMES_PER_SECOND 100
bool gReverseDirection = false;
//---------------------------------------------------------------
void setup() {
Serial.begin(115200); // Allows serial monitor output (check baud rate)
delay(3000); // 3 second delay for recovery
//FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
FastLED.addLeds<LED_TYPE,DATA_PIN,CLK_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
FastLED.setBrightness(BRIGHTNESS);
FastLED.clear();
Serial.println("Setup done. \n");
}
//---------------------------------------------------------------
void loop()
{
// Add entropy to random number generator; we use a lot of it.
// random16_add_entropy( random());
Fire2012(); // run simulation frame
mirror2ndHalf(); // copy and mirror first half of strip to second half
FastLED.show(); // display this frame
FastLED.delay(1000 / FRAMES_PER_SECOND);
}
//---------------------------------------------------------------
// 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).
//
// This simulation scales it self a bit depending on NUM_LEDS; it should look
// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
//
// I recommend running this simulation at anywhere from 30-100 frames per second,
// meaning an interframe delay of about 10-35 milliseconds.
//
// Looks best on a high-density LED setup (60+ pixels/meter).
//
//
// There are two main parameters you can play with to control the look and
// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
// in step 3 above).
//
// COOLING: How much does the air cool as it rises?
// Less cooling = taller flames. More cooling = shorter flames.
// Default 50, suggested range 20-100
#define COOLING 90
// 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 50
//---------------------------------------------------------------
// ***** NOTE: NUM_LEDS was replaced with NUM_LEDS/2 anywhere it was found
// below. This makes the fire only run on the first half of the strip. *****
//---------------------------------------------------------------
void Fire2012()
{
// Array of temperature readings at each simulation cell
static byte heat[NUM_LEDS/2];
// Step 1. Cool down every cell a little
for( int i = 0; i < NUM_LEDS/2; i++) {
heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS/2) + 2));
}
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for( int k= NUM_LEDS/2 - 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(160,255) );
}
// Step 4. Map from heat cells to LED colors
for( int j = 0; j < NUM_LEDS/2; j++) {
CRGB color = HeatColor( heat[j]);
int pixelnumber;
if( gReverseDirection ) {
pixelnumber = (NUM_LEDS/2-1) - j;
} else {
pixelnumber = j;
}
leds[pixelnumber] = color;
}
}
//---------------------------------------------------------------
void mirror2ndHalf() {
// copy in reverse order first half of strip to second half
for (uint8_t i = 0; i < NUM_LEDS/2; i++) {
leds[NUM_LEDS-1-i] = leds[i];
}
}