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FX particle system #3820
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FX particle system #3820
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Basic Particle system defining particle structs, some emitters and particle to LED rendering
not yet final version but working
update from another commit that got lost
this somehow also got lost from an earlier commit
particle box now is more random in random mode (still a work in progress) firework is now more configurable by sliders
particle attractor animation does not work, somthing wrong with pointer allocation, it worked with static variables
still unknown, why more than 256 particles are needed in memory allocation to not make it crash, but it works for now
at the expense of more ram usage, animations now have more options for color control (already used in fireworks now)
also fixed a bug in fire animation
improved efficiency for stackup (pushback), added code to correctly determine direction if particles meed (probably overkill but now its there)
untested, need to verify it works
…ables to 32bit for faster calculation 32bit variables are faster on ESP32, so use them whenever a variable is used a lot, it saves one instruction per access.
it made very little difference in performance, but for ESP8266 it may matter so it is set permanently there. graphically the difference is also very small (sometimes a particle gets brighter or less saturated)
also tweaked some of the FX
particle pile-up did not work correctly, now fixed
…ptions to perlin noise
touch is implemented differently on S2 and S3, these changes make touch buttons work on S2 and S3
now better fits the default threshold value of 32
This reverts commit d21ad8e.
This reverts commit 0904155.
-removed particle box 'rocking boat' (buggy) and replaced with random sloshing. -removed comments -changed some variables into 32bit for speed boost on ESP32 -added link to KB at the top of FX.cpp
outdated - newer PR is here: |
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finally ready to merge particle system and particle animations.
plz check it and add suggestions/comments