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17
README.md
17
README.md
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# FLIP-ESP32-I2C-OLED
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more details to come, a project for making a FLIP fluid simulation with accelerometer + gyro with a cheap OLED and an ESP32 board
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I wanted to make an ESP32 based 128x64 I2C OLED FLIP simulator,
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inspired by:
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https://mitxela.com/projects/fluid-pendant
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but with way cheaper and easier components.
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It seemse like there's not a huge body of work on this, but I did find this project:
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https://wokwi.com/projects/420908950128021505
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(no user information)
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anyway...documentation will go on my site: https://zeyus.com/
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I'm going to use the following components:
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106
fluid.cpp
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106
fluid.cpp
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#include <iostream>
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#include <vector>
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#include <chrono>
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#include <cstdlib>
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#include <cmath>
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using namespace std;
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// Simulation constants
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const int SIM_WIDTH = 64;
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const int SIM_HEIGHT = 32;
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const int NUM_PARTICLES = 100;
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struct Particle {
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double x, y;
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double vx, vy;
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};
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vector<Particle> particles(NUM_PARTICLES);
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void initializeParticles() {
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for (auto& p : particles) {
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p.x = rand() % SIM_WIDTH;
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p.y = rand() % (SIM_HEIGHT / 2);
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p.vx = (rand() % 200 - 100) / 100.0 * 0.7;
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p.vy = (rand() % 100 - 50) / 100.0;
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}
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}
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void updatePhysics() {
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const double gravity = 0.15;
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const double damping = 0.82;
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const double border = 2.0;
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for (auto& p : particles) {
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p.vy += gravity;
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p.x += p.vx;
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p.y += p.vy;
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// Horizontal boundary collisions
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if (p.x < border || p.x >= SIM_WIDTH - border) {
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p.vx = -p.vx * damping;
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p.x = max(border, min(p.x, SIM_WIDTH - border - 0.1));
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}
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// Vertical boundary collisions
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if (p.y < border || p.y >= SIM_HEIGHT - border) {
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p.vy = -p.vy * damping;
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p.y = max(border, min(p.y, SIM_HEIGHT - border - 0.1));
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}
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}
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}
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void drawFrame() {
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vector<vector<char> > grid(SIM_HEIGHT, vector<char>(SIM_WIDTH, ' '));
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// Plot particles
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for (const auto& p : particles) {
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int x = static_cast<int>(p.x);
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int y = static_cast<int>(p.y);
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x = max(0, min(SIM_WIDTH - 1, x));
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y = max(0, min(SIM_HEIGHT - 1, y));
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grid[y][x] = 'o';
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}
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// Clear screen and reset cursor
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cout << "\033[H";
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// Draw grid
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for (const auto& row : grid) {
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for (char c : row) {
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cout << c;
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}
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cout << '\n';
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}
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cout << flush;
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}
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int main() {
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srand(time(nullptr));
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initializeParticles();
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// Hide cursor
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cout << "\033[?25l";
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auto last_frame = chrono::steady_clock::now();
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const chrono::milliseconds frame_delay(33);
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try {
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while (true) {
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auto now = chrono::steady_clock::now();
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if (now - last_frame >= frame_delay) {
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updatePhysics();
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drawFrame();
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last_frame = now;
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}
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}
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} catch (...) {
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// Show cursor before exiting
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cout << "\033[?25h";
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}
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// Restore cursor
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cout << "\033[?25h";
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return 0;
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}
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92
fluid.py
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92
fluid.py
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import time
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import random
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import sys
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# Simulation constants
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SIM_WIDTH = 128
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SIM_HEIGHT = 64
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NUM_PARTICLES = 200
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GRAVITY = 0.5
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DAMPING = 0.82
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BORDER = 2.0
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FRAME_DELAY = 0.033 # ~30 FPS
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class Particle:
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def __init__(self):
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self.x = random.uniform(BORDER, SIM_WIDTH - BORDER)
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self.y = random.uniform(BORDER, SIM_HEIGHT/2 - BORDER)
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self.vx = random.uniform(-1, 1) * 0.7
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self.vy = random.uniform(-0.5, 0.5)
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def initialize_particles(num_particles):
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return [Particle() for _ in range(num_particles)]
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def update_physics(particles):
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for p in particles:
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# Apply gravity
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p.vy += GRAVITY
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# Update position
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p.x += p.vx
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p.y += p.vy
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# Horizontal boundary collisions
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if p.x < BORDER or p.x >= SIM_WIDTH - BORDER:
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p.vx *= -DAMPING
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p.x = max(BORDER, min(p.x, SIM_WIDTH - BORDER - 0.1))
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# Vertical boundary collisions
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if p.y < BORDER or p.y >= SIM_HEIGHT - BORDER:
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p.vy *= -DAMPING
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p.y = max(BORDER, min(p.y, SIM_HEIGHT - BORDER - 0.1))
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def draw_frame(particles):
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# Initialize empty grid
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grid = [[' ' for _ in range(SIM_WIDTH)] for _ in range(SIM_HEIGHT)]
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# Plot particles
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for p in particles:
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x = int(p.x)
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y = int(p.y)
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if 0 <= x < SIM_WIDTH and 0 <= y < SIM_HEIGHT:
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grid[y][x] = 'o'
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# Build frame buffer
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buffer = []
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for row in grid:
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buffer.append(''.join(row))
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# Clear screen and move cursor to top-left
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sys.stdout.write('\033[H\033[J')
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sys.stdout.write('\n'.join(buffer))
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sys.stdout.flush()
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def main():
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particles = initialize_particles(NUM_PARTICLES)
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# Hide cursor
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sys.stdout.write('\033[?25l')
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sys.stdout.flush()
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try:
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while True:
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start_time = time.monotonic()
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update_physics(particles)
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draw_frame(particles)
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# Frame rate control
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elapsed = time.monotonic() - start_time
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sleep_time = FRAME_DELAY - elapsed
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if sleep_time > 0:
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time.sleep(sleep_time)
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except KeyboardInterrupt:
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pass
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finally:
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# Show cursor before exiting
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sys.stdout.write('\033[?25h')
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sys.stdout.flush()
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if __name__ == "__main__":
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main()
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126
sketch.ino
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126
sketch.ino
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#include <Arduino.h>
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#include <ESP32-HUB75-MatrixPanel-I2S-DMA.h>
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// Config
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#define PANEL_RES_X 64
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#define PANEL_RES_Y 32
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#define NUM_PANELS 2
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#define SIM_WIDTH (PANEL_RES_X * NUM_PANELS)
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#define SIM_HEIGHT PANEL_RES_Y
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#define NUM_PARTICLES 100
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#define FIXED_SHIFT 8
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typedef int16_t fixed_t;
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#define TO_FIXED(x) ((fixed_t)((x) * (1 << FIXED_SHIFT)))
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#define TO_FLOAT(x) ((float)(x) / (1 << FIXED_SHIFT))
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struct Particle {
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fixed_t x, y;
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fixed_t vx, vy;
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};
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Particle particles[NUM_PARTICLES];
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MatrixPanel_I2S_DMA *dma_display;
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/*
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// Wokwi-compatible pin configuration
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HUB75_I2S_CFG::i2s_pins _pins = {
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.r1 = 25, .g1 = 26, .b1 = 27,
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.r2 = 14, .g2 = 12, .b2 = 13,
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.a = 23, .b = 19, .c = 5, .d = 17,
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.e = -1, // Required for 64x64 panels
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.lat = 4, .oe = 15, .clk = 16
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};
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*/
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// ESP32-S3-WROOM-1 HUB75 Pin Mapping
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HUB75_I2S_CFG::i2s_pins _pins = {
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.r1 = 1, .g1 = 2, .b1 = 3,
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.r2 = 4, .g2 = 5, .b2 = 6,
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.a = 7, .b = 8, .c = 9,
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.d = 10, .e = -1, // 'e' only needed for 64x64 panels
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.lat = 11, .oe = 12, .clk = 13
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};
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// Color palette
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const uint16_t COLORS[] = {
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0x001F, 0x03FF, 0x07FF, 0x7FE0, 0x7F80, 0xFFE0, 0xFD20, 0xF800
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};
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const int NUM_COLORS = sizeof(COLORS)/sizeof(COLORS[0]);
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void setup() {
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HUB75_I2S_CFG mxconfig(
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PANEL_RES_X,
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PANEL_RES_Y,
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NUM_PANELS,
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_pins,
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HUB75_I2S_CFG::FM6126A,
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false,
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HUB75_I2S_CFG::HZ_10M,
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true,
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HUB75_I2S_CFG::SHIFTREG,
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false,
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0
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);
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mxconfig.double_buff = true;
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dma_display = new MatrixPanel_I2S_DMA(mxconfig);
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dma_display->begin();
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dma_display->setBrightness(255);
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// Initialize particles
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for (int i = 0; i < NUM_PARTICLES; i++) {
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particles[i].x = TO_FIXED(random(SIM_WIDTH));
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particles[i].y = TO_FIXED(random(SIM_HEIGHT/2));
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particles[i].vx = TO_FIXED((random(-100, 100)/100.0) * 0.7);
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particles[i].vy = TO_FIXED((random(-50, 50)/100.0));
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}
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}
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void updatePhysics() {
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const fixed_t gravity = TO_FIXED(0.15);
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const fixed_t damping = TO_FIXED(0.82);
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const fixed_t border = TO_FIXED(2.0);
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for (int i = 0; i < NUM_PARTICLES; i++) {
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particles[i].vy += gravity;
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particles[i].x += particles[i].vx;
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particles[i].y += particles[i].vy;
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// Boundary collisions
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if (particles[i].x < border || particles[i].x >= TO_FIXED(SIM_WIDTH) - border) {
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particles[i].vx = -particles[i].vx * damping;
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particles[i].x = constrain(particles[i].x, border, TO_FIXED(SIM_WIDTH) - border);
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}
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if (particles[i].y < border || particles[i].y >= TO_FIXED(SIM_HEIGHT) - border) {
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particles[i].vy = -particles[i].vy * damping;
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particles[i].y = constrain(particles[i].y, border, TO_FIXED(SIM_HEIGHT) - border);
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}
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}
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}
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void drawParticles() {
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dma_display->fillScreen(0);
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for (int i = 0; i < NUM_PARTICLES; i++) {
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int x = constrain(TO_FLOAT(particles[i].x), 0, SIM_WIDTH-1);
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int y = constrain(TO_FLOAT(particles[i].y), 0, SIM_HEIGHT-1);
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// Simplified color selection
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uint16_t color = COLORS[(abs(particles[i].vx) + abs(particles[i].vy)) % NUM_COLORS];
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dma_display->drawPixel(x, y, color);
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}
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}
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void loop() {
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static uint32_t last_frame = 0;
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const uint32_t frame_time = 33; // ~30 FPS
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if (millis() - last_frame >= frame_time) {
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updatePhysics();
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drawParticles();
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last_frame = millis();
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}
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}
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