# 同じストリップ内の複数のランダムなFire2012シーケンス

ws2812bストリップには60個のLEDがあります。私はそれを切り取って15個のLEDで4つの塊にしました。各チャンクはランダムなFire2012シーケンスを持っていますが、シーケンス全体が同時に開始して停止しているように見えます。

タイミングが各チャンクごとに異なるように、ファイアシーケンスを重複させる最善の方法は何ですか？

ここまで私のコードです...

``````#include

#define LED_PIN     5
#define COLOR_ORDER GRB
#define CHIPSET     WS2812B

#define NUM_CHUNKS           4
#define NUM_LEDS_PER_CHUNK   15
#define NUM_LEDS NUM_CHUNKS * NUM_LEDS_PER_CHUNK

#define BRIGHTNESS  80
#define FRAMES_PER_SECOND  30

#define gReverseDirection false

CRGB leds[NUM_LEDS];

void setup() {
delay(3000);//sanity delay
FastLED.setBrightness( BRIGHTNESS );
}

void loop()
{
//Add entropy to random number generator; we use a lot of it.

//Get LED Chunks
for(int i = 0; i < NUM_CHUNKS; i++){
Fire2012(i);//run simulation frame
}

FastLED.show();//display this frame
FastLED.delay(1000/FRAMES_PER_SECOND);
}

// Fire2012 by Mark Kriegsman, July 2012
// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY
////
// This basic one-dimensional 'fire' simulation works roughly as follows:
// There's a underlying array of 'heat' cells, that model the temperature
// at each point along the line.  Every cycle through the simulation,
// four steps are performed:
//  1) All cells cool down a little bit, losing heat to the air
//  2) The heat from each cell drifts 'up' and diffuses a little
//  3) Sometimes randomly new 'sparks' of heat are added at the bottom
//  4) The heat from each cell is rendered as a color into the leds array
//     The heat-to-color mapping uses a black-body radiation approximation.
//
// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot).
//
// This simulation scales it self a bit depending on NUM_LEDS; it should look
// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
//
// I recommend running this simulation at anywhere from 30-100 frames per second,
// meaning an interframe delay of about 10-35 milliseconds.
//
// Looks best on a high-density LED setup (60+ pixels/meter).
//
//
// There are two main parameters you can play with to control the look and
// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
// in step 3 above).
//
// COOLING: How much does the air cool as it rises?
// Less cooling = taller flames.  More cooling = shorter flames.
// Default 50, suggested range 20-100
#define COOLING  55

// SPARKING: What chance (out of 255) is there that a new spark will be lit?
// Higher chance = more roaring fire.  Lower chance = more flickery fire.
// Default 120, suggested range 50-200.
#define SPARKING 60

void Fire2012(int chunk)
{
// Array of temperature readings at each simulation cell
static byte heat[NUM_LEDS_PER_CHUNK];

int startLed = NUM_LEDS_PER_CHUNK * chunk;
int endLed = NUM_LEDS_PER_CHUNK * chunk + NUM_LEDS_PER_CHUNK;

//Step 1.  Cool down every cell a little
for( int i = 0; i < NUM_LEDS_PER_CHUNK; i++) {
heat[i] = qsub8( heat[i],  random8(0, ((COOLING * 10)/NUM_LEDS_PER_CHUNK) + 2));
}

//Step 2.  Heat from each cell drifts 'up' and diffuses a little
for( int k= NUM_LEDS_PER_CHUNK - 1; k >= 2; k--) {
heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] )/3;
}

//Step 3.  Randomly ignite new 'sparks' of heat near the bottom

if( random8() < SPARKING ) {
int y = random8(7);
heat[y] = qadd8( heat[y], random8(160,255) );
}

//Step 4.  Map from heat cells to LED colors
for( int j = 0; j < NUM_LEDS_PER_CHUNK; j++) {
CRGB color = HeatColor( heat[j]);
int pixelnumber;
if(gReverseDirection) {
pixelnumber = (endLed - 1) - j;
} else { //0 15
pixelnumber = startLed + j;
}
leds[pixelnumber] = color;
}
}
``````
0
forループのようにそれらをすべて背中合わせに呼び出すのではなく、それぞれを少し遅らせて分割してください。

@MikaelFalkviddは、私が探している効果を提供するかもしれませんが、私はループと遅延を正しく設定する方法でそれを達成する方法を知りたいと思います。

github.com/darrenpmeyer/Arduino-FireBoard はFastLEDのFireの例で構築されていますが、設定可能な幅。それが実行可能な代替案となりますか？

## 2 答え

``````#include

#define LED_PIN     5
#define COLOR_ORDER GRB
#define CHIPSET     WS2811
#define NUM_LEDS    (kMatrixWidth * kMatrixHeight)
#define FRAMES_PER_SECOND 60
//////////////////////////////////////////////////////
const uint8_t kMatrixWidth  = 15;
const uint8_t kMatrixHeight = 4;
const bool    kMatrixSerpentineLayout = true;
//////////////////
int BRIGHTNESS = 250;

//////////////////////////////////////////////////
bool gReverseDirection = false;

CRGB leds[NUM_LEDS];

void setup() {
Serial.begin(115200);
Serial.println("*** Inicialization");
///////////////////////////////////////////////
delay(3000);//sanity delay
FastLED.setBrightness( BRIGHTNESS );
}
/////////////////////////////////// end setup

void loop()
{

Fire2012();
FastLED.show();//display this frame
FastLED.delay(1000/FRAMES_PER_SECOND);
FastLED.setBrightness( BRIGHTNESS );
}

void Fire2012()
{
int COOLING = 90;
int SPARKING = 100;
//Array of temperature readings at each simulation cell

static byte heat[kMatrixWidth] [kMatrixHeight];

//Step 1.  Cool down every cell a little
for (int n = 0; n< kMatrixHeight; n++)
{

for ( int i = 0; i < kMatrixWidth; i++) {
heat[i][n] = qsub8( heat[i][n],  random8(0,
((COOLING * 10)/(kMatrixWidth)) + 2));
}

//Step 2.
for ( int k = (kMatrixWidth- 1); k >= 2; k--) {
heat[k][n] = (heat[k - 1][n] + heat[k - 2][n] +
heat[k - 2][n] )/3;
}

//Step 3.
if ( random8() < SPARKING ) {
int y = random8(3);
heat[y][n] = qadd8( heat[y][n], random8(160, 255) );
}
}

//Step 4.  Map from heat cells to LED colors

for ( int i= 0; i < kMatrixWidth; i++) {
for (int j = 0; j < kMatrixHeight; j++) {

CRGB color = HeatColor(heat[i][j]);
leds[XY(i, j)] = color;

}
}

}

/////////////
uint16_t XY( uint8_t x, uint8_t y)
{
uint16_t i;
if ( kMatrixSerpentineLayout == false) {
i = (y * kMatrixWidth) + x;
}
if ( kMatrixSerpentineLayout == true) {
if ( y & 0x01) {
//Odd rows run backwards
uint8_t reverseX = (kMatrixWidth - 1) - x;
i = (y * kMatrixWidth) + reverseX;
} else {
//Even rows run forwards
i = (y * kMatrixWidth) + x;
}
}

return i;

}/////
``````
1

3つのチャンクをすべてforループに戻してから、3つのチャンクをすべて更新した後でshow（）を実行するのではなく、ちょっと分けて少し遅らせてください。

``````    byte i = 0;

void loop(){
Fire2012(i);
FastLED.show();
FastLED.delay(1000/NUM_CHUNKS/FRAMES_PER_SECOND);
i = (i + 1) % NUM_CHUNKS;
}
``````

あなたが望むならば、あなたは少し遅れを少しでも変えることができます。

0

@デルタ - g残念ながら、それは同じ効果があります。