FastLED 3.9.15
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◆ Yves()

void animartrix_detail::ANIMartRIX::Yves ( )
inline

Definition at line 1195 of file animartrix_detail.hpp.

1195 {
1196
1197 get_ready();
1198
1199 a = micros(); // for time measurement in report_performance()
1200
1201 timings.master_speed = 0.001; // speed ratios for the oscillators
1202 timings.ratio[0] = 3; // higher values = faster transitions
1203 timings.ratio[1] = 2;
1204 timings.ratio[2] = 1;
1205 timings.ratio[3] = 0.13;
1206 timings.ratio[4] = 0.15;
1207 timings.ratio[5] = 0.03;
1208 timings.ratio[6] = 0.025;
1209 timings.offset[0] = 0;
1210 timings.offset[1] = 100;
1211 timings.offset[2] = 200;
1212 timings.offset[3] = 300;
1213 timings.offset[4] = 400;
1214 timings.offset[5] = 500;
1215 timings.offset[6] = 600;
1216
1218 timings); // get linear movers and oscillators going
1219
1220 for (int x = 0; x < num_x; x++) {
1221 for (int y = 0; y < num_y; y++) {
1222
1223 animation.dist = distance[x][y];
1224 animation.angle =
1225 polar_theta[x][y] + 2 * PI + move.noise_angle[5];
1226 animation.scale_x = 0.08;
1227 animation.scale_y = 0.08;
1228 animation.scale_z = 0.08;
1229 animation.offset_y = -move.linear[0];
1230 animation.offset_x = 0;
1231 animation.offset_z = 0;
1232 animation.z = 0;
1233 float show1 = render_value(animation);
1234
1235 animation.dist = distance[x][y];
1236 animation.angle =
1237 polar_theta[x][y] + 2 * PI + move.noise_angle[6];
1238 ;
1239 animation.scale_x = 0.08;
1240 animation.scale_y = 0.08;
1241 animation.scale_z = 0.08;
1242 animation.offset_y = -move.linear[1];
1243 animation.offset_x = 0;
1244 animation.offset_z = 0;
1245 animation.z = 0;
1246 float show2 = render_value(animation);
1247
1248 animation.angle = polar_theta[x][y] + show1 / 100 +
1249 move.noise_angle[3] + move.noise_angle[4];
1250 animation.dist = distance[x][y] + show2 / 50;
1251 animation.offset_y = -move.linear[2];
1252
1253 animation.offset_y += show1 / 100;
1254 animation.offset_x += show2 / 100;
1255
1256 float show3 = render_value(animation);
1257
1258 animation.offset_y = 0;
1259 animation.offset_x = 0;
1260
1261 float show4 = render_value(animation);
1262
1263 pixel.red = show3;
1264 pixel.green = show3 * show4 / 255;
1265 pixel.blue = 0;
1266
1269 }
1270 }
1271 }
int y
Definition simple.h:93
int x
Definition simple.h:92
fl::HeapVector< fl::HeapVector< float > > distance
float render_value(render_parameters &animation)
void calculate_oscillators(oscillators &timings)
virtual void setPixelColorInternal(int x, int y, rgb pixel)=0
fl::HeapVector< fl::HeapVector< float > > polar_theta
#define PI
Definition math_macros.h:97

References a, animation, calculate_oscillators(), distance, get_ready(), move, num_x, num_y, PI, pixel, polar_theta, render_value(), rgb_sanity_check(), setPixelColorInternal(), show1, show2, show3, show4, timings, x, and y.

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