New script: particles
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146
particles.lua
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146
particles.lua
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COOLDOWN_FACTOR = 0.9998
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MAX_ENERGY_PROPAGATION = 0.5
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EXPONENT=1.3
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W_EXPONENT=1.8
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OVERDRIVE=1
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FADE_FACTOR = 0.94
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AVG_LEDS_ACTIVATED = 0.03
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num_modules = 1
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num_strips = 1
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-- maximum energy values for each band
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maxRedEnergy = 1
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maxGreenEnergy = 1
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maxBlueEnergy = 1
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maxWhiteEnergy = 1
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-- array storing the flame’s energy for each pixel
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fireRedEnergy = {}
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fireGreenEnergy = {}
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fireBlueEnergy = {}
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fireWhiteEnergy = {}
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-- output color buffers
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red = {}
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green = {}
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blue = {}
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white = {}
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function limit(val)
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if val > 1 then
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return 1
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elseif val < 0 then
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return 0
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else
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return val
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end
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end
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function fade2black(energyArray)
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for s = 1,num_strips do
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for m = 1,num_modules do
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i = idx(s, m)
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energyArray[i] = energyArray[i] * FADE_FACTOR
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end
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end
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end
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function distributeEnergy(newEnergy, energyArray)
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remainingEnergy = AVG_LEDS_ACTIVATED * newEnergy * num_modules * num_strips
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while remainingEnergy > 0 do
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rndEnergy = math.random() * newEnergy * 2
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rndStrip = math.floor(math.random() * num_strips)
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rndModule = math.floor(math.random() * num_modules)
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if rndEnergy > remainingEnergy then
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rndEnergy = remainingEnergy
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remainingEnergy = 0
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else
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remainingEnergy = remainingEnergy - rndEnergy
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end
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i = idx(rndStrip+1, rndModule+1)
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energyArray[i] = energyArray[i] + rndEnergy
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end
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end
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function periodic()
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local redEnergy = get_energy_in_band(0, 400);
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local greenEnergy = get_energy_in_band(400, 4000);
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local blueEnergy = get_energy_in_band(4000, 12000);
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local whiteEnergy = get_energy_in_band(12000, 22000);
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maxRedEnergy = maxRedEnergy * COOLDOWN_FACTOR
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if redEnergy > maxRedEnergy then
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maxRedEnergy = redEnergy
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end
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maxGreenEnergy = maxGreenEnergy * COOLDOWN_FACTOR
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if greenEnergy > maxGreenEnergy then
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maxGreenEnergy = greenEnergy
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end
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maxBlueEnergy = maxBlueEnergy * COOLDOWN_FACTOR
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if blueEnergy > maxBlueEnergy then
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maxBlueEnergy = blueEnergy
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end
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maxWhiteEnergy = maxWhiteEnergy * COOLDOWN_FACTOR
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if whiteEnergy > maxWhiteEnergy then
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maxWhiteEnergy = whiteEnergy
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end
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fade2black(fireRedEnergy)
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fade2black(fireGreenEnergy)
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fade2black(fireBlueEnergy)
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fade2black(fireWhiteEnergy)
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distributeEnergy(redEnergy / maxRedEnergy, fireRedEnergy)
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distributeEnergy(greenEnergy / maxGreenEnergy, fireGreenEnergy)
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distributeEnergy(blueEnergy / maxBlueEnergy, fireBlueEnergy)
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distributeEnergy(whiteEnergy / maxWhiteEnergy, fireWhiteEnergy)
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-- make colors more exciting + remove the first (flickering) mass
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-- TODO: update
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for m = 1,num_modules do
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for s = 1,num_strips do
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i = idx(s, m)
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rval = limit(OVERDRIVE * fireRedEnergy[i]^EXPONENT)
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gval = limit(OVERDRIVE * fireGreenEnergy[i]^EXPONENT)
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bval = limit(OVERDRIVE * fireBlueEnergy[i]^EXPONENT)
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wval = limit(OVERDRIVE * fireWhiteEnergy[i]^W_EXPONENT)
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red[i] = rval
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green[i] = gval
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blue[i] = bval
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white[i] = wval
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end
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end
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-- return the 4 color arrays
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return red, green, blue, white
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end
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function init(nstrip, nmod, cmod)
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num_strips = nstrip
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num_modules = nmod
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for i = 1,(nmod*nstrip) do
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red[i] = 0
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green[i] = 0
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blue[i] = 0
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white[i] = 0
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fireRedEnergy[i] = 0
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fireGreenEnergy[i] = 0
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fireBlueEnergy[i] = 0
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fireWhiteEnergy[i] = 0
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end
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-- don't use fading
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return 0
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end
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