FX small otimization
use "float" math functions
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@@ -2831,7 +2831,7 @@ uint16_t mode_bouncing_balls(void) {
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balls[i].lastBounceTime = time;
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if (balls[i].impactVelocity < 0.015f) {
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float impactVelocityStart = sqrt(-2 * gravity) * random8(5,11)/10.0f; // randomize impact velocity
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float impactVelocityStart = sqrtf(-2 * gravity) * random8(5,11)/10.0f; // randomize impact velocity
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balls[i].impactVelocity = impactVelocityStart;
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}
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} else if (balls[i].height > 1.0f) {
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@@ -2973,7 +2973,7 @@ uint16_t mode_popcorn(void) {
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uint16_t peakHeight = 128 + random8(128); //0-255
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peakHeight = (peakHeight * (SEGLEN -1)) >> 8;
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popcorn[i].vel = sqrt(-2.0 * gravity * peakHeight);
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popcorn[i].vel = sqrtf(-2.0 * gravity * peakHeight);
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if (SEGMENT.palette)
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{
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@@ -3273,7 +3273,7 @@ uint16_t mode_exploding_fireworks(void)
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flare->posX = strip.isMatrix ? random16(2,cols-1) : (SEGMENT.intensity > random8()); // will enable random firing side on 1D
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uint16_t peakHeight = 75 + random8(180); //0-255
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peakHeight = (peakHeight * (rows -1)) >> 8;
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flare->vel = sqrt(-2.0f * gravity * peakHeight);
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flare->vel = sqrtf(-2.0f * gravity * peakHeight);
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flare->velX = strip.isMatrix ? (random8(8)-4)/32.f : 0; // no X velocity on 1D
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flare->col = 255; //brightness
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SEGENV.aux0 = 1;
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@@ -5324,7 +5324,7 @@ uint16_t mode_2DPolarLights(void) { // By: Kostyantyn Matviyevskyy https
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SEGMENT.setPixelColorXY(x, y, ColorFromPalette(auroraPalette,
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qsub8(
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inoise8((SEGENV.step%2) + x * _scale, y * 16 + SEGENV.step % 16, SEGENV.step / _speed),
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fabs((float)rows / 2 - (float)y) * adjustHeight)));
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fabsf((float)rows / 2 - (float)y) * adjustHeight)));
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}
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}
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@@ -5776,13 +5776,13 @@ uint16_t mode_2Dfloatingblobs(void) {
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// change radius if needed
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if (blob->grow[i]) {
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// enlarge radius until it is >= 4
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blob->r[i] += (fabs(blob->sX[i]) > fabs(blob->sY[i]) ? fabs(blob->sX[i]) : fabs(blob->sY[i])) * 0.05f;
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blob->r[i] += (fabsf(blob->sX[i]) > fabsf(blob->sY[i]) ? fabsf(blob->sX[i]) : fabsf(blob->sY[i])) * 0.05f;
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if (blob->r[i] >= MIN(cols/4.f,2.f)) {
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blob->grow[i] = false;
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}
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} else {
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// reduce radius until it is < 1
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blob->r[i] -= (fabs(blob->sX[i]) > fabs(blob->sY[i]) ? fabs(blob->sX[i]) : fabs(blob->sY[i])) * 0.05f;
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blob->r[i] -= (fabsf(blob->sX[i]) > fabsf(blob->sY[i]) ? fabsf(blob->sX[i]) : fabsf(blob->sY[i])) * 0.05f;
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if (blob->r[i] < 1.f) {
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blob->grow[i] = true;
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}
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@@ -7012,7 +7012,7 @@ uint16_t mode_rocktaves(void) { // Rocktaves. Same note from eac
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}
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frTemp -=132; // This should give us a base musical note of C3
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frTemp = fabs(frTemp * 2.1); // Fudge factors to compress octave range starting at 0 and going to 255;
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frTemp = fabsf(frTemp * 2.1); // Fudge factors to compress octave range starting at 0 and going to 255;
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uint16_t i = map(beatsin8(8+octCount*4, 0, 255, 0, octCount*8), 0, 255, 0, SEGLEN-1);
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i = constrain(i, 0, SEGLEN-1);
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