Files
OpenMQTTGateway/main/ZactuatorFASTLED.ino
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2020-06-09 16:09:23 -05:00

236 lines
7.6 KiB
C++

/*
OpenMQTTGateway - ESP8266 or Arduino program for home automation
This gateway enables to use RGBLED strips like WS2812
Copyright: (c)
This file is part of OpenMQTTGateway.
OpenMQTTGateway is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenMQTTGateway is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "User_config.h"
#ifdef ZactuatorFASTLED
# include <FastLED.h>
enum LEDState {
OFF,
FIRE,
GENERAL
};
LEDState currentLEDState;
long lastUpdate = 0;
long currentUpdate = 0;
CRGB leds[FASTLED_NUM_LEDS];
CRGB ledColorBlink[FASTLED_NUM_LEDS];
bool blinkLED[FASTLED_NUM_LEDS];
const long blinkInterval = 300;
const long fireUpdate = 10;
CRGBPalette16 gPal;
void setupFASTLED() {
Log.notice(F("FASTLED_DATA_PIN: %d" CR), FASTLED_DATA_PIN);
Log.notice(F("FASTLED_NUM_LEDS: %d" CR), FASTLED_NUM_LEDS);
Log.trace(F("ZactuatorFASTLED setup done " CR));
FastLED.addLeds<FASTLED_TYPE, FASTLED_DATA_PIN>(leds, FASTLED_NUM_LEDS);
}
//returns the current step of the animation
int animation_step(int duration, int steps) {
int currentStep = ((currentUpdate % duration) / ((float)duration)) * steps;
return currentStep;
}
//returns the number of steps since the last update
int animation_step_count(int duration, int steps) {
long lastAnimationNumber = lastUpdate / duration;
long currentAnimationNumber = currentUpdate / duration;
int lastStep = ((lastUpdate % duration) / ((float)duration)) * steps;
int currentStep = ((currentUpdate % duration) / ((float)duration)) * steps;
return currentStep - lastStep + (currentAnimationNumber - lastAnimationNumber) * steps;
}
void FASTLEDLoop() {
lastUpdate = currentUpdate;
currentUpdate = millis();
if (currentLEDState == GENERAL) {
for (int i = 0; i < FASTLED_NUM_LEDS; i++) {
int count = animation_step_count(blinkInterval, 2);
int step = animation_step(blinkInterval, 2);
if (count > 0) {
if (blinkLED[i]) {
if (step == 0) {
leds[i] = ledColorBlink[i];
} else {
ledColorBlink[i] = leds[i];
leds[i] = CRGB::Black;
}
}
}
}
} else if (currentLEDState == FIRE) {
int count = animation_step_count(fireUpdate, 1);
if (count > 0) {
//random16_add_entropy( random(0)); //random() don't exists in ESP framework - workaround?
Fire2012WithPalette();
}
}
FastLED.show();
}
boolean FASTLEDtoMQTT() {
return false;
}
# ifdef jsonReceiving
void MQTTtoFASTLED(char* topicOri, JsonObject& jsonData) {
currentLEDState = GENERAL;
//trc(topicOri);
//number = (long)strtol(&datacallback[1], NULL, 16);
if (cmpToMainTopic(topicOri, subjectMQTTtoFASTLEDsetled)) {
Log.trace(F("MQTTtoFASTLED JSON analysis" CR));
int ledNr = jsonData["led"];
Log.notice(F("Led numero: %d" CR), ledNr);
const char* color = jsonData["hex"];
Log.notice(F("Color hex: %s" CR), color);
long number = (long)strtol(color, NULL, 16);
bool blink = jsonData["blink"];
if (ledNr <= FASTLED_NUM_LEDS) {
Log.notice(F("Blink: %d" CR), blink);
blinkLED[ledNr] = blink;
leds[ledNr] = number;
}
}
}
# endif
# ifdef simpleReceiving
void MQTTtoFASTLED(char* topicOri, char* datacallback) {
Log.trace(F("MQTTtoFASTLED: " CR));
currentLEDState = GENERAL;
long number = 0;
if (cmpToMainTopic(topicOri, subjectMQTTtoFASTLED)) {
number = (long)strtol(&datacallback[1], NULL, 16);
Log.notice(F("Number: %l" CR), number);
for (int i = 0; i < FASTLED_NUM_LEDS; i++) {
leds[i] = number;
}
FastLED.show();
} else if (cmpToMainTopic(topicOri, subjectMQTTtoFASTLEDsetbrightness)) {
number = (long)strtol(&datacallback[1], NULL, 16);
Log.notice(F("Number: %l" CR), number);
FastLED.setBrightness(number);
FastLED.show();
} else if (cmpToMainTopic(topicOri, subjectMQTTtoFASTLEDsetanimation)) {
String payload = datacallback;
Log.notice(F("Datacallback: %s" CR), datacallback);
if (strstr(datacallback, "fire") != NULL) {
currentLEDState = FIRE;
gPal = HeatColors_p;
} else {
currentLEDState = OFF;
}
} else {
currentLEDState = OFF;
}
if (currentLEDState == OFF) {
for (int i = 0; i < FASTLED_NUM_LEDS; i++) {
leds[i] = CRGB::Black;
}
}
}
# endif
// 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 55, suggested range 20-100
# define COOLING 55
// 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 120
bool gReverseDirection = false;
void Fire2012WithPalette() {
// Array of temperature readings at each simulation cell
static byte heat[FASTLED_NUM_LEDS];
// Step 1. Cool down every cell a little
for (int i = 0; i < FASTLED_NUM_LEDS; i++) {
heat[i] = qsub8(heat[i], random8(0, ((COOLING * 10) / FASTLED_NUM_LEDS) + 2));
}
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for (int k = FASTLED_NUM_LEDS - 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 < FASTLED_NUM_LEDS; j++) {
// Scale the heat value from 0-255 down to 0-240
// for best results with color palettes.
byte colorindex = scale8(heat[j], 240);
CRGB color = ColorFromPalette(gPal, colorindex);
int pixelnumber;
if (gReverseDirection) {
pixelnumber = (FASTLED_NUM_LEDS - 1) - j;
} else {
pixelnumber = j;
}
leds[pixelnumber] = color;
}
}
#endif