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PatternEffect_XX_SimplexNoise.h
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PatternEffect_XX_SimplexNoise.h
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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 PatternEffectSimplexNoise_H
#define PatternEffectSimplexNoise_H
class PatternEffectSimplexNoise : public Drawable {
private:
public:
PatternEffectSimplexNoise() {
name = (char *)"Simplex Noise";
id = "T";
enabled = true;
}
// ------------------ start -------------------
void start(uint8_t _pattern) {
// Initialize our coordinates to some random values
noise_x = random16();
noise_y = random16();
noise_z = random16();
}
// --------------------- draw frame -------------------------
unsigned int drawFrame(uint8_t _pattern, uint8_t _total) {
#if FASTLED_VERSION >= 3001000
// a new parameter set every 15 seconds
EVERY_N_SECONDS(15) {
noise_x = random16();
noise_y = random16();
noise_z = random16();
}
#endif
uint32_t speed = 100;
effects.FillNoise();
ShowNoiseLayer(0, 1, 0);
// noise_x += speed;
noise_y += speed;
noise_z += speed;
//effects.ShowFrame();
//return 30;
return 0;
}
// show just one layer
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
uint8_t color = noise[i][j];
uint8_t bri = color;
// assign a color depending on the actual palette
CRGB pixel = ColorFromPalette(effects.currentPalette, colorrepeat * (color + colorshift), bri);
effects.leds[XY16(i, j)] = pixel;
}
}
}
};
#endif