updated PS Fireworks with many changes and fine-tuning of parameters

-removed spiral explosions
-added more versatility to circular explosions
-removed user selectable amount of rockets
-tuned explosion size of circular explosions to match random explosions (more or less, may need improvement)
-changed order of sliders in volcano animation
pull/3823/head
Damian Schneider 2024-03-24 12:02:55 +01:00
rodzic add7051172
commit 848d3d0263
2 zmienionych plików z 111 dodań i 129 usunięć

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@ -8047,68 +8047,57 @@ static const char _data_FX_MODE_PARTICLEROTATINGSPRAY[] PROGMEM = "PS Candy@Rota
* Uses ranbow palette as default
* by DedeHai (Damian Schneider)
*/
uint16_t mode_particlefireworks(void)
{
if (SEGLEN == 1)
return mode_static();
const uint32_t cols = strip.isMatrix ? SEGMENT.virtualWidth() : 1;
const uint32_t rows = strip.isMatrix ? SEGMENT.virtualHeight() : SEGMENT.virtualLength();
// particle system box dimensions
const uint32_t Max_x = (cols * PS_P_RADIUS - 1);
const uint32_t Max_y = (rows * PS_P_RADIUS - 1);
#ifdef ESP8266
const uint32_t numParticles = 120;
const uint8_t MaxNumRockets = 2;
#else
const uint32_t numParticles = 650;
const uint8_t MaxNumRockets = 8;
const uint32_t numParticles = 400;
#endif
const uint8_t numRockets = 4;
PSparticle *particles;
PSpointsource *rockets;
// allocate memory and divide it into proper pointers, max is 32k for all segments.
uint32_t dataSize = sizeof(PSparticle) * numParticles;
dataSize += sizeof(PSpointsource) * (MaxNumRockets);
dataSize += sizeof(PSpointsource) * (numRockets);
if (!SEGENV.allocateData(dataSize))
return mode_static(); // allocation failed; //allocation failed
// DEBUG_PRINT(F("particle datasize = "));
// DEBUG_PRINTLN(dataSize);
rockets = reinterpret_cast<PSpointsource *>(SEGENV.data);
// calculate the end of the spray data and assign it as the data pointer for the particles:
particles = reinterpret_cast<PSparticle *>(rockets + MaxNumRockets); // cast the data array into a particle pointer
particles = reinterpret_cast<PSparticle *>(rockets + numRockets); // cast the data array into a particle pointer
uint32_t i = 0;
uint32_t j = 0;
uint8_t numRockets = min(uint8_t(1 + ((SEGMENT.custom3) >> 2)), MaxNumRockets); // 1 to 8
uint32_t j = 0;
if (SEGMENT.call == 0) // initialization
{
for (i = 0; i < numParticles; i++)
{
particles[i].ttl = 0;
}
for (i = 0; i < numRockets; i++)
for (j = 0; j < numRockets; j++)
{
rockets[i].source.ttl = random16(20 * i); // first rocket starts immediately, others follow soon
rockets[i].source.vy = -1; // at negative speed, no particles are emitted and if rocket dies, it will be relaunched
rockets[j].source.ttl = random16(20 * j); // first rocket starts immediately, others follow soon
rockets[j].source.vy = -1; // at negative speed, no particles are emitted and if rocket dies, it will be relaunched
}
}
// update particles, create particles
uint8_t circularexplosion = random16(numRockets + 2); //choose a rocket by random (but not every round one will be picked)
uint8_t spiralexplosion = random16(numRockets + 2);
// check each rocket's state and emit particles according to its state: moving up = emit exhaust, at top = explode; falling down = standby time
uint16_t emitparticles; // number of particles to emit for each rocket's state
int32_t emitparticles; // number of particles to emit for each rocket's state
i = 0;
// variables for circle explosions
uint32_t speed;
uint32_t currentspeed;
uint8_t angle;
uint32_t counter;
uint32_t angleincrement;
uint32_t speedvariation;
bool circularexplosion = false;
for (j = 0; j < numRockets; j++)
{
// determine rocket state by its speed:
@ -8121,74 +8110,77 @@ uint16_t mode_particlefireworks(void)
emitparticles = 0;
}
else // speed is zero, explode!
{
#ifdef ESP8266
emitparticles = random16(SEGMENT.intensity >> 2) + 10; // defines the size of the explosion
#else
emitparticles = random16(SEGMENT.intensity >> 1) + 10; // defines the size of the explosion
#endif
rockets[j].source.vy = -1; // set speed negative so it will emit no more particles after this explosion until relaunch
if (j == circularexplosion || j == spiralexplosion) // chosen rocket, do an angle emit (creating a circle)
{
#ifdef ESP8266
emitparticles = random16(SEGMENT.intensity >> 3) + (SEGMENT.intensity >> 3) + 5; // defines the size of the explosion
#else
emitparticles = random16(SEGMENT.intensity >> 2) + (SEGMENT.intensity >> 2) + 5; // defines the size of the explosion
#endif
rockets[j].source.vy = -1; // set speed negative so it will emit no more particles after this explosion until relaunch
if(random16(4) == 0) //!!! make it 5
{
emitparticles = emitparticles >> 3; // emit less particles for circle-explosions
rockets[j].maxLife = 150;
rockets[j].minLife = 120;
rockets[j].var = 0; // speed variation around vx,vy (+/- var/2)
circularexplosion = true;
speed = 2 + random16(3);
currentspeed = speed;
counter = 0;
angleincrement = random16(20) + 10;
speedvariation = random16(3);
angle = random16(); // random start angle
// calculate the number of particles to make complete circles
int percircle = 256 / angleincrement + 2;
#ifdef ESP8266 //TODO: this line is untested on ESP8266
int circles = (SEGMENT.intensity >> 7) + 1; // max(4, (int)min((int32_t)1, (emitparticles>>2) / percircle));
#else
int circles = (SEGMENT.intensity >> 6) + 1;// max(4, (int)min((int32_t)1, (emitparticles>>2) / percircle));
#endif
emitparticles = percircle * circles;
rockets[j].var = 0; //no variation for a nice circle
}
}
uint8_t speed = 3;
uint8_t angle = 0;
if (j == spiralexplosion)
angle = random16(8);
while(i < numParticles)
for (i = 0; i < numParticles; i++)
{
if (particles[i].ttl == 0)
{ // particle is dead
if (j == circularexplosion && emitparticles > 2) // do circle emit
if (emitparticles > 0)
{
Emitter_Angle_emit(&rockets[j], &particles[i], angle, speed);
if (angle > 242) // full circle completed, increase speed and reset angle
if (circularexplosion) // do circle emit
{
angle += 10;
speed += 6;
rockets[j].source.hue = random16(); // new color for next row
rockets[j].source.sat = random16();
if(emitparticles > 12)
emitparticles-=12; //emitted about 12 particles for one circle, ensures no incomplete circles are done
Emitter_Angle_emit(&rockets[j], &particles[i], angle, currentspeed);
emitparticles--;
// set angle for next particle
angle += angleincrement;
counter++;
if (counter & 0x01) // make every second particle a lower speed
currentspeed = speed - speedvariation;
else
emitparticles = 0;
currentspeed = speed;
if (counter > 256 / angleincrement + 2) // full circle completed, increase speed
{
counter = 0;
speed += 5; //increase speed to form a second circle
speedvariation = speedvariation<<1; //double speed variation
rockets[j].source.hue = random16(); // new color for next circle
rockets[j].source.sat = min((uint16_t)40,random16());
}
}
else
{
Emitter_Fountain_emit(&rockets[j], &particles[i]);
emitparticles--;
if ((j % 3) == 0)
{
rockets[j].source.hue = random16(); // random color for each particle
rockets[j].source.sat = min((uint16_t)40, random16());
}
}
// set angle for next particle
angle += 21; // about 30°
}
else if (j == spiralexplosion && emitparticles > 2) // do spiral emit
{
Emitter_Angle_emit(&rockets[j], &particles[i], angle, speed);
emitparticles-=2; // only emit half as many particles as in circle explosion, it gets too huge otherwise
angle += 15;
speed++;
rockets[j].source.hue++;
rockets[j].source.sat = random16(155)+100;
}
else if (emitparticles > 0)
{
Emitter_Fountain_emit(&rockets[j], &particles[i]);
emitparticles--;
}
else
break; // done emitting for this rocket
}
i++;
}
circularexplosion = false; //reset for next rocket
}
// update particles
for (i = 0; i < numParticles; i++)
{
@ -8197,51 +8189,49 @@ uint16_t mode_particlefireworks(void)
Particle_Gravity_update(&particles[i], SEGMENT.check1, SEGMENT.check2, SEGMENT.check3, SEGMENT.custom2);
}
}
// update the rockets, set the speed state
for (i = 0; i < numRockets; i++)
for (j = 0; j < numRockets; j++)
{
if (rockets[i].source.ttl)
if (rockets[j].source.ttl)
{
Particle_Move_update(&rockets[i].source); // move the rocket, age the rocket (ttl--)
Particle_Move_update(&rockets[j].source); // move the rocket, age the rocket (ttl--)
}
else if (rockets[i].source.vy > 0)
{ // rocket has died and is moving up. stop it so it will explode (is handled in the code above)
rockets[i].source.vy = 0; // set speed to zero so code above will recognize this as an exploding rocket
rockets[i].source.hue = random16(); // random color
rockets[i].source.sat = random16(100)+155;
rockets[i].maxLife = 200;
rockets[i].minLife = 50;
rockets[i].source.ttl = random16((255 - SEGMENT.speed))+50; // standby time til next launch (in frames at 42fps, max of 300 is about 7 seconds
rockets[i].vx = 0; // emitting speed
rockets[i].vy = 0; // emitting speed
rockets[i].var = (SEGMENT.intensity >> 3) + 10; // speed variation around vx,vy (+/- var/2)
else if (rockets[j].source.vy > 0) // rocket has died and is moving up. stop it so it will explode (is handled in the code above)
{
rockets[j].source.vy = 0; // set speed to zero so code above will recognize this as an exploding rocket
rockets[j].source.hue = random16(); // random color
rockets[j].source.sat = random16(100) + 155;
rockets[j].maxLife = 200;
rockets[j].minLife = 50;
rockets[j].source.ttl = random16((1024 - ((uint32_t)SEGMENT.speed<<2))) + 50; // standby time til next launch
rockets[j].vx = 0; // emitting speed
rockets[j].vy = 3; // emitting speed
rockets[j].var = (SEGMENT.intensity >> 3) + 10; // speed variation around vx,vy (+/- var/2)
}
else if (rockets[i].source.vy < 0) // rocket is exploded and time is up (ttl=0 and negative speed), relaunch it
else if (rockets[j].source.vy < 0) // rocket is exploded and time is up (ttl=0 and negative speed), relaunch it
{
// reinitialize rocket
rockets[i].source.y = 1; // start from bottom
rockets[i].source.x = (rand() % (Max_x >> 1)) + (Max_y >> 2); // centered half
rockets[i].source.vy = random16(SEGMENT.custom1 >> 3) + 5; // rocket speed depends also on rocket height
rockets[i].source.vx = random16(5) - 2;
rockets[i].source.hue = 30; // rocket exhaust = orange (if using rainbow palette)
rockets[i].source.sat = 30; // low saturation -> exhaust is off-white
rockets[i].source.ttl = random16(SEGMENT.custom1) + (SEGMENT.custom1 >> 1); // sets explosion height (rockets explode at the top if set too high as paticle update set speed to zero if moving out of matrix)
rockets[i].maxLife = 30; // exhaust particle life
rockets[i].minLife = 10;
rockets[i].vx = 0; // emitting speed
rockets[i].vy = 0; // emitting speed
rockets[i].var = 6; // speed variation around vx,vy (+/- var/2)
rockets[j].source.y = 1; // start from bottom
rockets[j].source.x = (rand() % (Max_x >> 1)) + (Max_y >> 2); // centered half
rockets[j].source.vy = random16(SEGMENT.custom1 >> 3) + 5; // rocket speed depends also on rocket height
rockets[j].source.vx = random16(5) - 2;
rockets[j].source.hue = 30; // rocket exhaust = orange (if using rainbow palette)
rockets[j].source.sat = 30; // low saturation -> exhaust is off-white
rockets[j].source.ttl = random16(SEGMENT.custom1) + (SEGMENT.custom1 >> 1); // sets explosion height (rockets explode at the top if set too high as paticle update set speed to zero if moving out of matrix)
rockets[j].maxLife = 30; // exhaust particle life
rockets[j].minLife = 10;
rockets[j].vx = 0; // emitting speed
rockets[j].vy = 0; // emitting speed
rockets[j].var = 6; // speed variation around vx,vy (+/- var/2)
}
}
SEGMENT.fill(BLACK); // clear the matrix
// render the particles
ParticleSys_render(particles, numParticles, false, false);
return FRAMETIME;
}
static const char _data_FX_MODE_PARTICLEFIREWORKS[] PROGMEM = "PS Fireworks@Launches,Explosion Size,Height,Bounce,Rockets,Cylinder,Walls,Ground;;!;012;pal=11,sx=100,ix=50,c1=64,c2=128,c3=10,o1=0,o2=0,o3=0";
//TODO: after implementing gravity function, add slider custom3 to set gravity force
static const char _data_FX_MODE_PARTICLEFIREWORKS[] PROGMEM = "PS Fireworks@Launches,Explosion Size,Fuse,Bounce,,Cylinder,Walls,Ground;;!;012;pal=11,sx=100,ix=50,c1=64,c2=128,c3=10,o1=0,o2=0,o3=0";
/*
* Particle Volcano (gravity spray)
@ -8319,23 +8309,22 @@ uint16_t mode_particlevolcano(void)
{
if (spray[i].source.vx > 0) // moving to the right currently
{
spray[i].source.vx = SEGMENT.speed >> 4; // spray speed
spray[i].source.vx = SEGMENT.custom1 >> 4; // spray movingspeed
}
else
{
spray[i].source.vx = -(SEGMENT.speed >> 4); // spray speed (is currently moving negative so keep it negative)
spray[i].source.vx = -(SEGMENT.custom1 >> 4); // spray speed (is currently moving negative so keep it negative)
}
}
else
{ // wrap on the right side
spray[i].source.vx = SEGMENT.speed >> 4; // spray speed
else{ //wrap on the right side
spray[i].source.vx = SEGMENT.custom1 >> 4; // spray speed
if (spray[i].source.x >= Max_x - 32) //compiler warning can be ignored, source.x is always > 0
spray[i].source.x = 1; // wrap if close to border (need to wrap before the bounce updated detects a border collision or it will just be stuck)
}
spray[i].vy = SEGMENT.custom1 >> 2; // emitting speed, upward
spray[i].vx = 0;
spray[i].var = SEGMENT.custom3; // emiting variation = nozzle size (custom 3 goes from 0-32)
spray[i].source.ttl = 255; // source never dies, replenish its lifespan
spray[i].vy = SEGMENT.speed >> 2; // emitting speed
spray[i].vx = 0;
spray[i].var = SEGMENT.custom3; // emiting variation = nozzle size (custom 3 goes from 0-32)
spray[i].source.ttl = 255; // source never dies, replenish its lifespan
}
i = 0;
@ -8378,7 +8367,7 @@ uint16_t mode_particlevolcano(void)
ParticleSys_render(particles, numParticles, false, false);
return FRAMETIME;
}
static const char _data_FX_MODE_PARTICLEVOLCANO[] PROGMEM = "PS Volcano@Move,Intensity,Speed,Bounce,Size,Color by Age,Walls,Collisions;;!;012;pal=35,sx=0,ix=160,c1=100,c2=160,c3=10,o1=1,o2=0,o3=0";
static const char _data_FX_MODE_PARTICLEVOLCANO[] PROGMEM = "PS Volcano@Speed,Intensity,Move,Bounce,Size,Color by Age,Walls,Collisions;;!;012;pal=35,sx=100,ix=160,c1=0,c2=160,c3=10,o1=1,o2=0,o3=0";
//for debugging speed tests, this speed test function can be used, compiler will not optimize it
void __attribute__((optimize("O0"))) SpeedTestfunction(void)

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@ -66,13 +66,6 @@ typedef struct {
#define GRAVITYCOUNTER 2 //the higher the value the lower the gravity (speed is increased every n'th particle update call), values of 1 to 4 give good results
#define MAXGRAVITYSPEED 40 //particle terminal velocity
/*
//todo: make these local variables
uint8_t vortexspeed; //speed around vortex
uint8_t vortexdirection; //1 or 0
int8_t vortexpull; //if positive, vortex pushes, if negative it pulls
*/
void Emitter_Flame_emit(PSpointsource *emitter, PSparticle *part);
void Emitter_Fountain_emit(PSpointsource *emitter, PSparticle *part);
void Emitter_Angle_emit(PSpointsource *emitter, PSparticle *part, uint8_t angle, uint8_t speed);