Candle gradients more natural now
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@ -1,6 +1,7 @@
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#include "SimpLedRGB.h"
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SimpLedRGB::SimpLedRGB(int pinRed, int pinGreen, int pinBlue) {
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SimpLedRGB::SimpLedRGB(int pinRed, int pinGreen, int pinBlue)
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{
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this->pin_red = pinRed;
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this->pin_green = pinGreen;
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this->pin_blue = pinBlue;
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@ -75,20 +76,30 @@ void SimpLedRGB::rainbowCycle(int cycleDurationMillis)
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translateToColor(COLOR_RED, cycleDurationMillis);
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}
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void SimpLedRGB::candle(const Color &color)
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void SimpLedRGB::candle(const Color &color, float wind = 0.5)
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{
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float brightness = (float)random(300, 1000) / 1000.0;
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int duration = random(100, 1000);
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int duration = random(250, 6000 - 5000 * wind);
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float intensity = (float)random(100 + 400 * wind, 300 + 600 * wind) / 1000.0;
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translateToColor(
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unsigned long start = millis();
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unsigned long finish = start + duration;
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float progress = 0.0;
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while (progress < 1.0) {
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progress = (float)(millis() - start) / (float)duration;
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float brightness = (1.0 - intensity) + (1.0 + cos(PI * 2 * progress)) * 0.5 * intensity;
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setColor(
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{
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color.red * brightness,
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color.green * brightness,
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color.blue * brightness
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},
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duration
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color.blue * brightness,
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}
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);
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}
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}
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void SimpLedRGB::pulse(const Color &color, float timesPerSecond = 1.0, float amplitudeMin = 0.0, float amplitudeMax = 1.0)
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{
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@ -39,7 +39,7 @@ class SimpLedRGB
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void rainbowCycle(int cycleDurationMillis);
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void candle(const Color &color);
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void candle(const Color &color, float wind = 0.5);
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void pulse(const Color &color, float timesPerSecond = 1.0, float amplitudeMin = 0.0, float amplitudeMax = 1.0);
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};
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