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EffectEngine.cpp
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EffectEngine.cpp
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#include <Arduino.h>
#include <ArduinoJson.h>
#include "ESPixelStick.h"
#include "EffectEngine.h"
extern config_t config;
// List of all the supported effects and their names
const EffectDesc EFFECT_LIST[] = {
// Mirror AllLeds
// name; func; htmlid; Color; Reverse wsTCode
{ "Disabled", nullptr, "t_disabled", 1, 1, 1, 1, "T0" },
{ "Solid", &EffectEngine::effectSolidColor, "t_static", 1, 0, 0, 0, "T1" },
{ "Blink", &EffectEngine::effectBlink, "t_blink", 1, 0, 0, 0, "T2" },
{ "Flash", &EffectEngine::effectFlash, "t_flash", 1, 0, 0, 0, "T3" },
{ "Rainbow", &EffectEngine::effectRainbow, "t_rainbow", 0, 1, 1, 1, "T5" },
{ "Chase", &EffectEngine::effectChase, "t_chase", 1, 1, 1, 0, "T4" },
{ "Fire flicker", &EffectEngine::effectFireFlicker,"t_fireflicker", 1, 0, 0, 0, "T6" },
{ "Lightning", &EffectEngine::effectLightning, "t_lightning", 1, 0, 0, 0, "T7" },
{ "Breathe", &EffectEngine::effectBreathe, "t_breathe", 1, 0, 0, 0, "T8" }
};
// Effect defaults
#define DEFAULT_EFFECT_NAME "Disabled"
#define DEFAULT_EFFECT_COLOR { 183, 0, 255 }
#define DEFAULT_EFFECT_BRIGHTNESS 1.0
#define DEFAULT_EFFECT_REVERSE false
#define DEFAULT_EFFECT_MIRROR false
#define DEFAULT_EFFECT_ALLLEDS false
#define DEFAULT_EFFECT_SPEED 6
EffectEngine::EffectEngine() {
// Initialize with defaults
setFromDefaults();
}
void EffectEngine::setFromDefaults() {
config.effect_name = DEFAULT_EFFECT_NAME;
config.effect_color = DEFAULT_EFFECT_COLOR;
config.effect_brightness = DEFAULT_EFFECT_BRIGHTNESS;
config.effect_reverse = DEFAULT_EFFECT_REVERSE;
config.effect_mirror = DEFAULT_EFFECT_MIRROR;
config.effect_allleds = DEFAULT_EFFECT_ALLLEDS;
config.effect_speed = DEFAULT_EFFECT_SPEED;
setFromConfig();
}
void EffectEngine::setFromConfig() {
// Initialize with defaults
setEffect(config.effect_name);
setColor(config.effect_color);
setBrightness(config.effect_brightness);
setReverse(config.effect_reverse);
setMirror(config.effect_mirror);
setAllLeds(config.effect_allleds);
setSpeed(config.effect_speed);
}
void EffectEngine::setBrightness(float brightness) {
_effectBrightness = brightness;
if (_effectBrightness > 1.0)
_effectBrightness = 1.0;
if (_effectBrightness < 0.0)
_effectBrightness = 0.0;
}
// Yukky maths here. Input speeds from 1..10 get mapped to 17782..100
void EffectEngine::setSpeed(uint16_t speed) {
_effectSpeed = speed;
setDelay( pow (10, (10-speed)/4.0 +2 ) );
}
void EffectEngine::setDelay(uint16_t delay) {
_effectDelay = delay;
if (_effectDelay < MIN_EFFECT_DELAY)
_effectDelay = MIN_EFFECT_DELAY;
}
void EffectEngine::begin(DRIVER* ledDriver, uint16_t ledCount) {
_ledDriver = ledDriver;
_ledCount = ledCount;
_initialized = true;
}
void EffectEngine::run() {
if (_initialized && _activeEffect && _activeEffect->func) {
if (millis() - _effectLastRun >= _effectWait) {
_effectLastRun = millis();
uint16_t wait = (this->*_activeEffect->func)();
_effectWait = max((int)wait, MIN_EFFECT_DELAY);
_effectCounter++;
}
}
}
void EffectEngine::setEffect(const String effectName) {
const uint8_t effectCount = sizeof(EFFECT_LIST) / sizeof(EffectDesc);
for (uint8_t effect = 0; effect < effectCount; effect++) {
if ( effectName.equalsIgnoreCase(EFFECT_LIST[effect].name) ) {
if (_activeEffect != &EFFECT_LIST[effect]) {
_activeEffect = &EFFECT_LIST[effect];
_effectLastRun = millis();
_effectWait = MIN_EFFECT_DELAY;
_effectCounter = 0;
_effectStep = 0;
}
return;
}
}
_activeEffect = nullptr;
clearAll();
}
int EffectEngine::getEffectCount() {
return sizeof(EFFECT_LIST) / sizeof(EffectDesc);
}
// find effect info by its index in the table
const EffectDesc* EffectEngine::getEffectInfo(unsigned a) {
if (a >= sizeof(EFFECT_LIST) / sizeof(EffectDesc))
a = 0;
return &EFFECT_LIST[a];
}
// find effect info by its web services Tcode
const EffectDesc* EffectEngine::getEffectInfo(const String TCode) {
const uint8_t effectCount = sizeof(EFFECT_LIST) / sizeof(EffectDesc);
for (uint8_t effect = 0; effect < effectCount; effect++) {
if ( TCode.equalsIgnoreCase(EFFECT_LIST[effect].wsTCode) ) {
return &EFFECT_LIST[effect];
}
}
return nullptr;
}
bool EffectEngine::isValidEffect(const String effectName) {
const uint8_t effectCount = sizeof(EFFECT_LIST) / sizeof(EffectDesc);
for (uint8_t effect = 0; effect < effectCount; effect++) {
if ( effectName.equalsIgnoreCase(EFFECT_LIST[effect].name) ) {
return true;
}
}
return false;
}
void EffectEngine::setPixel(uint16_t idx, CRGB color) {
_ledDriver->setValue(3 * idx + 0, (uint8_t)(color.r * _effectBrightness) );
_ledDriver->setValue(3 * idx + 1, (uint8_t)(color.g * _effectBrightness) );
_ledDriver->setValue(3 * idx + 2, (uint8_t)(color.b * _effectBrightness) );
}
void EffectEngine::setRange(uint16_t first, uint16_t len, CRGB color) {
for (uint16_t i=first; i < min(uint16_t(first+len), _ledCount); i++) {
setPixel(i, color);
}
}
void EffectEngine::clearRange(uint16_t first, uint16_t len) {
for (uint16_t i=first; i < min(uint16_t(first+len), _ledCount); i++) {
setPixel(i, {0, 0, 0});
}
}
void EffectEngine::setAll(CRGB color) {
setRange(0, _ledCount, color);
}
void EffectEngine::clearAll() {
clearRange(0, _ledCount);
}
CRGB EffectEngine::colorWheel(uint8_t pos) {
pos = 255 - pos;
if (pos < 85) {
return { 255 - pos * 3, 0, pos * 3};
} else if (pos < 170) {
pos -= 85;
return { 0, pos * 3, 255 - pos * 3 };
} else {
pos -= 170;
return { pos * 3, 255 - pos * 3, 0 };
}
}
uint16_t EffectEngine::effectSolidColor() {
for (uint16_t i=0; i < _ledCount; i++) {
setPixel(i, _effectColor);
}
return 32;
}
uint16_t EffectEngine::effectChase() {
// calculate only half the pixels if mirroring
uint16_t lc = _ledCount;
if (_effectMirror) {
lc = lc / 2;
}
// Prevent errors if we come from another effect with more steps
// or switch from the upper half of non-mirror to mirror mode
_effectStep = _effectStep % lc;
for (uint16_t i=0; i < lc; i++) {
if (i != _effectStep) {
if (_effectMirror) {
setPixel(i + lc, {0, 0, 0});
setPixel(lc - 1 - i, {0, 0, 0});
} else {
setPixel(i, {0, 0, 0});
}
}
}
uint16_t pixel = _effectStep;
if (_effectReverse) {
pixel = lc - 1 - pixel;
}
if (_effectMirror) {
setPixel(pixel + lc, _effectColor);
setPixel(lc - 1 - pixel, _effectColor);
} else {
setPixel(pixel, _effectColor);
}
_effectStep = (1+_effectStep) % lc;
return _effectDelay / 32;
}
uint16_t EffectEngine::effectRainbow() {
// calculate only half the pixels if mirroring
uint16_t lc = _ledCount;
if (_effectMirror) {
lc = lc / 2;
}
for (uint16_t i=0; i < lc; i++) {
// CRGB color = colorWheel(((i * 256 / lc) + _effectStep) & 0xFF);
double hue = 0;
if (_effectAllLeds) {
hue = _effectStep*360.0d / 256; // all same colour
} else {
hue = 360.0 * (((i * 256 / lc) + _effectStep) & 0xFF) / 255;
}
double sat = 1.0;
double val = 1.0;
CRGB color = hsv2rgb ( { hue, sat, val } );
uint16_t pixel = i;
if (_effectReverse) {
pixel = lc - 1 - pixel;
}
if (_effectMirror) {
setPixel(pixel + lc, color);
setPixel(lc - 1 - pixel, color);
} else {
setPixel(pixel, color);
}
}
_effectStep = (1+_effectStep) & 0xFF;
return _effectDelay / 256;
}
uint16_t EffectEngine::effectBlink() {
// The Blink effect uses two "time slots": on, off
// Using default delay, a complete sequence takes 2s.
if (_effectStep % 2) {
clearAll();
} else {
setAll(_effectColor);
}
_effectStep = (1+_effectStep) % 2;
return _effectDelay / 1;
}
uint16_t EffectEngine::effectFlash() {
// The Flash effect uses 6 "time slots": on, off, on, off, off, off
// Using default delay, a complete sequence takes 2s.
// Prevent errors if we come from another effect with more steps
_effectStep = _effectStep % 6;
switch (_effectStep) {
case 0:
case 2:
setAll(_effectColor);
break;
default:
clearAll();
}
_effectStep = (1+_effectStep) % 6;
return _effectDelay / 3;
}
uint16_t EffectEngine::effectFireFlicker() {
byte rev_intensity = 6; // more=less intensive, less=more intensive
byte lum = max(_effectColor.r, max(_effectColor.g, _effectColor.b)) / rev_intensity;
for ( int i = 0; i < _ledCount; i++) {
byte flicker = random(lum);
setPixel(i, CRGB { max(_effectColor.r - flicker, 0), max(_effectColor.g - flicker, 0), max(_effectColor.b - flicker, 0) });
}
_effectStep = (1+_effectStep) % _ledCount;
return _effectDelay / 10;
}
uint16_t EffectEngine::effectLightning() {
static byte maxFlashes;
static int timeslot = _effectDelay / 1000; // 1ms
int flashPause = 10; // 10ms
uint16_t ledStart = random(_ledCount);
uint16_t ledLen = random(1, _ledCount - ledStart);
byte intensity; // flash intensity
if (_effectStep % 2) {
// odd steps = clear
clearAll();
if (_effectStep == 1) {
// pause after 1st flash is longer
flashPause = 130;
} else {
flashPause = random(50, 151); // pause between flashes 50-150ms
}
} else {
// even steps = flashes
if (_effectStep == 0) {
// first flash (weaker and longer pause)
maxFlashes = random(3, 8); // 2-6 follow-up flashes
intensity = random(128);
} else {
// follow-up flashes (stronger)
intensity = random(128, 256); // next flashes are stronger
}
CRGB temprgb = { _effectColor.r*intensity/256, _effectColor.g*intensity/256, _effectColor.b*intensity/256 };
setRange(ledStart, ledLen, temprgb );
flashPause = random(4, 21); // flash duration 4-20ms
}
_effectStep++;
if (_effectStep >= maxFlashes * 2) {
_effectStep = 0;
flashPause = random(100, 5001); // between 0.1 and 5s
}
return timeslot * flashPause;
}
uint16_t EffectEngine::effectBreathe() {
/*
* Subtle "breathing" effect, works best with gamma correction on.
*
* The average resting respiratory rate of an adult is 12–18 breaths/minute.
* We use 12 breaths/minute = 5.0s/breath at the default _effectDelay.
* The tidal volume (~0.5l) is much less than the total lung capacity,
* so we vary only between 75% and 100% of the set brightness.
*
* Per default, this is subtle enough to use with a flood, spot, ceiling or
* even bedside light. If you want more variation, use the values given
* below for a 33%/67% variation.
*
* In the calculation, we use some constants to make it faster:
* 0.367879441 is: 1/e
* 0.106364766 is: 0.25/(e-1/e) [25% brightness variation, use 0.140401491 for 33%]
* 0.75 is the offset [75% min brightness, use 0.67 for 67%]
*
* See also https://sean.voisen.org/blog/2011/10/breathing-led-with-arduino/
* for a nice explanation of the math.
*/
// sin() is in radians, so 2*PI rad is a full period; compiler should optimize.
float val = (exp(sin(millis()/(_effectDelay*5.0)*2*PI)) - 0.367879441) * 0.106364766 + 0.75;
setAll({_effectColor.r*val, _effectColor.g*val, _effectColor.b*val});
return _effectDelay / 40; // update every 25ms
}
// dCHSV hue 0->360 sat 0->1.0 val 0->1.0
dCHSV EffectEngine::rgb2hsv(CRGB in_int)
{
dCHSV out;
dCRGB in = {in_int.r/255.0d, in_int.g/255.0d, in_int.b/255.0d};
double min, max, delta;
min = in.r < in.g ? in.r : in.g;
min = min < in.b ? min : in.b;
max = in.r > in.g ? in.r : in.g;
max = max > in.b ? max : in.b;
out.v = max; // v
delta = max - min;
if (delta < 0.00001)
{
out.s = 0;
out.h = 0; // undefined, maybe nan?
return out;
}
if( max > 0.0 ) { // NOTE: if Max is == 0, this divide would cause a crash
out.s = (delta / max); // s
} else {
// if max is 0, then r = g = b = 0
// s = 0, v is undefined
out.s = 0.0;
out.h = NAN; // its now undefined
return out;
}
if( in.r >= max ) // > is bogus, just keeps compilor happy
out.h = ( in.g - in.b ) / delta; // between yellow & magenta
else
if( in.g >= max )
out.h = 2.0 + ( in.b - in.r ) / delta; // between cyan & yellow
else
out.h = 4.0 + ( in.r - in.g ) / delta; // between magenta & cyan
out.h *= 60.0; // degrees
if( out.h < 0.0 )
out.h += 360.0;
return out;
}
// dCHSV hue 0->360 sat 0->1.0 val 0->1.0
CRGB EffectEngine::hsv2rgb(dCHSV in)
{
double hh, p, q, t, ff;
long i;
dCRGB out;
CRGB out_int = {0,0,0};
if(in.s <= 0.0) { // < is bogus, just shuts up warnings
out.r = in.v;
out.g = in.v;
out.b = in.v;
out_int = {255*out.r, 255*out.g, 255*out.b};
return out_int;
}
hh = in.h;
if(hh >= 360.0) hh = 0.0;
hh /= 60.0;
i = (long)hh;
ff = hh - i;
p = in.v * (1.0 - in.s);
q = in.v * (1.0 - (in.s * ff));
t = in.v * (1.0 - (in.s * (1.0 - ff)));
switch(i) {
case 0:
out.r = in.v;
out.g = t;
out.b = p;
break;
case 1:
out.r = q;
out.g = in.v;
out.b = p;
break;
case 2:
out.r = p;
out.g = in.v;
out.b = t;
break;
case 3:
out.r = p;
out.g = q;
out.b = in.v;
break;
case 4:
out.r = t;
out.g = p;
out.b = in.v;
break;
case 5:
default:
out.r = in.v;
out.g = p;
out.b = q;
break;
}
out_int = {255*out.r, 255*out.g, 255*out.b};
return out_int;
}