add jumping balls

This commit is contained in:
Sophie Schiller 2021-02-16 14:41:12 +01:00
parent 0dc442b446
commit 777f32b3af

View file

@ -9,12 +9,12 @@
#define LED_PIN 7 #define LED_PIN 7
byte mode = 2; // 0 for acceleration, 1 for fire, 2 for waterfall, 3 pride, 4 glitter, 5 off byte mode = 5; // 0 for acceleration, 1 for fire, 2 for waterfall, 3 pride, 4 glitter, 5 pulse, 6 off
const byte NUM_MODES = 6; const byte NUM_MODES = 8;
const byte debug = 3; const byte debug = 3;
const byte STRIPS = 6; const byte STRIPS = 6;
const byte NUM_LEDS = 10; const byte NUM_LEDS = 10;
const byte FRAMES_PER_SECOND = 30; const byte FRAMES_PER_SECOND = 60;
const float range = 0.5; //accelleration range in g const float range = 0.5; //accelleration range in g
const byte BRIGHTNESS = 50; const byte BRIGHTNESS = 50;
@ -23,6 +23,18 @@ const byte SPARKING = 50;
uint8_t gHue = 0; uint8_t gHue = 0;
const float GRAVITY = -9.81; // Downward (negative) acceleration of gravity in m/s^2
const float h0 = 1; // Starting height, in meters, of the ball (strip length)
const byte NUM_BALLS = STRIPS; // Number of bouncing balls you want (recommend < 7, but 20 is fun in its own way)
float h[NUM_BALLS] ; // An array of heights
float vImpact0 = sqrt( -2 * GRAVITY * h0 ); // Impact velocity of the ball when it hits the ground if "dropped" from the top of the strip
float vImpact[NUM_BALLS] ; // As time goes on the impact velocity will change, so make an array to store those values
float tCycle[NUM_BALLS] ; // The time since the last time the ball struck the ground
int pos[NUM_BALLS] ; // The integer position of the dot on the strip (LED index)
long tLast[NUM_BALLS] ; // The clock time of the last ground strike
float COR[NUM_BALLS] ; // Coefficient of Restitution (bounce damping)
float accelerationHistory [STRIPS]; float accelerationHistory [STRIPS];
MPU6050 mpu(Wire); MPU6050 mpu(Wire);
@ -56,7 +68,18 @@ void setup() {
Serial.println(F("Calculating offsets, do not move MPU6050")); Serial.println(F("Calculating offsets, do not move MPU6050"));
delay(1000); delay(1000);
mpu.calcOffsets(true,true); // gyro and accelero mpu.calcOffsets(true,true); // gyro and accelero
for (int i = 0 ; i < NUM_BALLS ; i++) { // Initialize variables
tLast[i] = millis();
h[i] = h0;
pos[i] = 0; // Balls start on the ground
vImpact[i] = vImpact0; // And "pop" up at vImpact0
tCycle[i] = 0;
COR[i] = 0.90 - float(i)/pow(NUM_BALLS,2);
}
Serial.println("Done!\n"); Serial.println("Done!\n");
} }
float calculateOrientationData() { float calculateOrientationData() {
@ -201,6 +224,66 @@ void drawGlitter(){
leds[pos] += CHSV( gHue + random8(64), 200, 255); leds[pos] += CHSV( gHue + random8(64), 200, 255);
} }
void drawPulse(){
static int current_step;
float steps = 2000;
CRGB color;
for (int strip = 0; strip < STRIPS; strip++){
//float f = 0.5-0.5*cos(360/steps*float(current_step) + 360/steps*360/float(STRIPS)*float(strip));
float f = cos(360/steps*float(current_step) + 360/steps*360/float(2*STRIPS)*float(strip));
if (f < 0) f = 0;
color = CHSV(gHue , 255, int(255*f));
for( int j = 0; j < NUM_LEDS; j++) {
int pixelnumber = (strip * NUM_LEDS) + j;
leds[pixelnumber] = color;
}
}
current_step++;
}
void drawKunsisLila(){
static int current_step;
float steps = 2000;
CRGB color;
for (int strip = 0; strip < STRIPS; strip++){
float f = cos(360/steps*float(current_step) + 360/steps*360/float(2*STRIPS)*float(strip));
if (f < 0) f = 0;
color = CHSV(224 , 255, int(255*f));
for( int j = 0; j < NUM_LEDS; j++) {
int pixelnumber = (strip * NUM_LEDS) + j;
leds[pixelnumber] = color;
}
}
current_step++;
}
void bounceBalls(){
for (int i = 0 ; i < NUM_BALLS ; i++) {
tCycle[i] = millis() - tLast[i] ; // Calculate the time since the last time the ball was on the ground
// A little kinematics equation calculates positon as a function of time, acceleration (gravity) and intial velocity
h[i] = 0.5 * GRAVITY * pow( tCycle[i]/1000 , 2.0 ) + vImpact[i] * tCycle[i]/1000;
if ( h[i] < 0 ) {
h[i] = 0; // If the ball crossed the threshold of the "ground," put it back on the ground
vImpact[i] = COR[i] * vImpact[i] ; // and recalculate its new upward velocity as it's old velocity * COR
tLast[i] = millis();
if ((vImpact[i] < 0.01 ) && (calculateOrientationData()>1.5)) {
vImpact[i] = vImpact0; // If the ball is barely moving, "pop" it back up at vImpact0
}
}
pos[i] = round( h[i] * (NUM_LEDS - 1) / h0); // Map "h" to a "pos" integer index position on the LED strip
}
for (int i = 0 ; i < STRIPS*NUM_LEDS ; i++) {
leds[i] = CRGB::Black;
}
//Choose color of LEDs, then the "pos" LED on
for (int i = 0 ; i < NUM_BALLS ; i++) leds[(i * NUM_LEDS)+pos[i]] = CHSV( uint8_t (i * 40) , 255, 255);
//Then off for the next loop around
}
void drawOff(){ void drawOff(){
fadeToBlackBy( leds, STRIPS*NUM_LEDS, 10); fadeToBlackBy( leds, STRIPS*NUM_LEDS, 10);
} }
@ -234,6 +317,15 @@ void loop() {
drawGlitter(); drawGlitter();
} }
else if (mode == 5) { else if (mode == 5) {
drawPulse();
}
else if (mode == 6) {
drawKunsisLila();
}
else if (mode == 7) {
bounceBalls();
}
else if (mode == 8) {
drawOff(); drawOff();
} }
FastLED.show(); FastLED.show();