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#pragma once
#include <utility>
#include "esphome/components/light/light_effect.h"
namespace esphome {
namespace light {
inline static float my_cubic_float() {
const float r = random_float() * 2.0f - 1.0f;
return r * r * r;
}
class CandleLightEffect : public LightEffect {
public:
explicit CandleLightEffect(const std::string &name) : LightEffect(name) {}
void apply() override {
LightColorValues remote = this->state_->remote_values;
LightColorValues current = this->state_->current_values;
LightColorValues out;
const float alpha = this->alpha_;
const float beta = 1.0f - alpha;
out.set_state(true);
out.set_brightness(remote.get_brightness() * beta + current.get_brightness() * alpha +
(my_cubic_float() * this->intensity_));
out.set_red(remote.get_red() * beta + current.get_red() * alpha + (my_cubic_float() * this->intensity_));
out.set_green(remote.get_green() * beta + current.get_green() * alpha + (my_cubic_float() * this->intensity_));
out.set_blue(remote.get_blue() * beta + current.get_blue() * alpha + (my_cubic_float() * this->intensity_));
out.set_white(remote.get_white() * beta + current.get_white() * alpha + (my_cubic_float() * this->intensity_));
out.set_cold_white(remote.get_cold_white() * beta + current.get_cold_white() * alpha +
(my_cubic_float() * this->intensity_));
out.set_warm_white(remote.get_warm_white() * beta + current.get_warm_white() * alpha +
(my_cubic_float() * this->intensity_));
auto traits = this->state_->get_traits();
auto call = this->state_->make_call();
call.set_publish(false);
call.set_save(false);
call.set_transition_length_if_supported(0);
call.from_light_color_values(out);
call.set_state(true);
call.perform();
}
void set_alpha(float alpha) { this->alpha_ = alpha; }
void set_intensity(float intensity) { this->intensity_ = intensity; }
protected:
float intensity_{};
float flicker_chance = 0.2f;
float min_flicker_depth = 0.05f;
float max_flicker_depth = 0.10f;
int min_flicker_time = 250;
int max_flicker_time = 400;
int max_flickers_ = 5;
};
} // namespace light
} // namespace esphome