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PatternSpin.hpp
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PatternSpin.hpp
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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PatternSpin_H
class PatternSpin : public Drawable {
public:
PatternSpin() {
name = (char *)"Spin";
}
float degrees = 0;
float radius = 16;
float speedStart = 1;
float velocityStart = 0.6;
float maxSpeed = 30;
float speed = speedStart;
float velocity = velocityStart;
void start() {
speed = speedStart;
velocity = velocityStart;
degrees = 0;
}
unsigned int drawFrame() {
CRGB color = effects.ColorFromCurrentPalette(speed * 8);
// start position
int x;
int y;
// target position
float targetDegrees = degrees + speed;
float targetRadians = radians(targetDegrees);
int targetX = (int) (effects.getCenterX() + radius * cos(targetRadians));
int targetY = (int) (effects.getCenterY() - radius * sin(targetRadians));
float tempDegrees = degrees;
for (int i =0; i < 16; i++)
{
float radians = radians(tempDegrees);
x = (int) (effects.getCenterX() + radius * cos(radians));
y = (int) (effects.getCenterY() - radius * sin(radians));
effects.setPixel(x, y, color);
effects.setPixel(y, x, color);
tempDegrees += 1;
if (tempDegrees >= 360)
tempDegrees = 0;
}
degrees += speed;
// add velocity to the particle each pass around the accelerator
if (degrees >= 360) {
degrees = 0;
speed += velocity;
if (speed <= speedStart) {
speed = speedStart;
velocity *= -1;
}
else if (speed > maxSpeed){
speed = maxSpeed - velocity;
velocity *= -1;
}
}
effects.ShowFrame();
return 0;
}
};
#endif