#include #define LED_PIN 5 #define COLOR_ORDER GRB #define CHIPSET WS2811 #define NUM_LEDS 30 #define BRIGHTNESS 200 #define FRAMES_PER_SECOND 60 bool gReverseDirection = false; CRGB leds[NUM_LEDS]; void setup() { delay(3000); // sanity delay FastLED.addLeds(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); FastLED.setBrightness( BRIGHTNESS ); } void loop() { // Add entropy to random number generator; we use a lot of it. // random16_add_entropy( random()); Fire2012(); // run simulation frame FastLED.show(); // display this frame FastLED.delay(1000 / FRAMES_PER_SECOND); } // 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 50, 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 void Fire2012() { // Array of temperature readings at each simulation cell static uint8_t heat[NUM_LEDS]; // Step 1. Cool down every cell a little for( int i = 0; i < NUM_LEDS; i++) { heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2)); } // Step 2. Heat from each cell drifts 'up' and diffuses a little for( int k= 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 < NUM_LEDS; j++) { CRGB color = HeatColor( heat[j]); int pixelnumber; if( gReverseDirection ) { pixelnumber = (NUM_LEDS-1) - j; } else { pixelnumber = j; } leds[pixelnumber] = color; } }