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