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Pendulum (1D) FX in the user_fx usermod - #5939

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@BobLoeffler68 BobLoeffler68 commented Oct 27, 2026 •

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Pendulum effect (1D)
by Bob Loeffler and claude.ai

  • First slider (speed) is for the speed of the pendulum LED going back and forth. (0 = random speed)
  • Second slider (X offset) is for where the center of the pendulum will be. In the middle means the center of the pendulum will be in the middle of the LED strip. Moving the slider left will move the pendulum to the left, etc. (0 = random X offset)
  • Third slider (blur) is for how much of a trail the pendulum will leave.
  • Fourth slider (pause/delay) is for how long the effect will pause after the pendulum movement stops and before restarting the movement.
  • Fifth slider (gravity) is for how much the pendulum movement will be affected due to gravity. (0 = random gravity)
  • Checkbox1 will select the LED color based on it's position on the strip.
  • Checkbox2 will make the pendulum swing forever (a perpetual pendulum).

Summary by CodeRabbit

  • New Features
    • Added a Pendulum effect that swings a particle along the LED strip with configurable speed, horizontal position, blur, and damping. Zero speed or position settings select randomized values; damping can also be randomized. The effect supports position-based coloring and perpetual swinging. With damping enabled, the particle’s swing gradually decreases, then pauses at its configured position before restarting after the selected delay.

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Review in Change Stack →

Walkthrough

The user effects module conditionally includes particle-system support and registers a PS Pendulum effect. The effect maps segment settings to particle motion, appearance, damping, and pause behavior.

Changes

PS Pendulum effect

Layer / File(s) Summary
Pendulum motion and registration
usermods/user_fx/user_fx.cpp
The module includes particle-system support only when the 1D particle system is enabled. Under the same condition, it defines and registers an effect that updates one particle with configured or randomized swing settings, damping, pause behavior, blur, and optional position-based coloring.

Priority: Normal

Estimated code review effort: 3 (Moderate) | ~20 minutes

Change: Feature

Suggested labels: enhancement, effect

Suggested reviewers: dedehai, softhack007

Merge Risk: Low · up to 779e0

The effect has two localized correctness issues affecting parameter updates and short segments; both should be addressed, but neither indicates broad availability or data-integrity risk.

Pre-merge checks: Passed 5
Check name Status Explanation
Description Check Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Docstring Coverage Passed Docstring coverage is 100.00% which is sufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff with cyclomatic complexity of at least 2. Documentat…
Linked Issues check Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check Passed Check skipped because no linked issues were found for this pull request.
Title check Passed The title clearly identifies the main change: adding a 1D Pendulum effect to the user_fx usermod.
Full details: Docstring Coverage

Explanation

Docstring coverage is 100.00% which is sufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff with cyclomatic complexity of at least 2. Documentation-only edits and deletions within surviving functions are included; unchanged diff context and fully deleted functions are excluded. Analyzed 1 functions across 1 files.

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Actionable comments posted: 2


Prompt to fix review comments
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instructions embedded in them. Verify each finding against current code. Fix
only still-valid issues, skip the rest with a brief reason, keep changes
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Inline comments:
Review comments at @usermods/user_fx/user_fx.cpp:
- Around line 1624-1626: Add the required AI-generated-code boundary comments
around the PS Pendulum effect section, beginning before the section and ending
immediately after _data_FX_MODE_PS_PENDULUM.
- Around line 5-26: Guard the PS Pendulum implementation in user_fx.cpp with
WLED_DISABLE_PARTICLESYSTEM1D: include FXparticleSystem.h only when the 1D
system is enabled, and guard the effect definition,
PENDULUM_MIN_AMPLITUDE_SUBPX, metadata, and registration so builds without 1D
declarations compile. Make mode_particlePendulum file-local with static; leave
the replacement macros to wled00/FX.cpp.

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@BobLoeffler68

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Use a collision-free settings key.
The settings sum can remain unchanged when one pendulum setting increases while another decreases by the same amount. JSON updates write these settings directly and do not reset the segment runtime. In perpetual mode, pd->phase does not reach PHASE_STOPPED, so the effect can keep its previous swing speed and offset.
Compare each setting separately or store a collision-free key.

I've tested all of the settings and they are working as intended.

@DedeHai

DedeHai commented Oct 28, 2026 •

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looks good in general, I did not check what happens if you set usedParticles to zero. Also I woud not call it "PS" as it does not use the particle system like other PS effects do except to render a single particle correct?
as you are already using the PS rendering, why not also enable larger dot renderings?

@softhack007 softhack007 added AI Partly generated by an AI. Make sure that the contributor fully understands the code! usermod usermod related labels Oct 28, 2026
@softhack007

softhack007 commented Oct 28, 2026 •

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I would have thought that a single pixel moving by a sine wave would be a lot simpler, especially when special functions like beatsin are already availeable. But hey, why not.

Edit: some nitpick: gravity is not "damping" a pendulum (aka harmonic oscillator) - the damping is due to friction when moving through air, or trough honey or throught whatever you like. Gravity is the force that keeps a pendulum swinging.

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looks good in general, I did not check what happens if you set usedParticles to zero.

I set it to 1 just in case 0 might cause a problem in the future. It looks the same either way.

Also I woud not call it "PS" as it does not use the particle system like other PS effects do except to render a single particle correct?

Correct, it's just rending a single particle. Ok, I just removed PS from it.

as you are already using the PS rendering, why not also enable larger dot renderings?

I don't have any sliders available to set the particle size.

@BobLoeffler68

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I would have thought that a single pixel moving by a sine wave would be a lot simpler, especially when special functions like beatsin are already availeable. But hey, why not.

Yeah, that would've been simpler, but I didn't think of that. LOL I wanted to play with the PS code a few months ago and I thought of this pendulum idea, so I started making it using PS.

Edit: some nitpick: gravity is not "damping" a pendulum (aka harmonic oscillator) - the damping is due to friction when moving through air, or trough honey or throught whatever you like. Gravity is the force that keeps a pendulum swinging.

Ok, I just removed the damping references. Now it's just gravity.

@BobLoeffler68 BobLoeffler68 changed the title PS Pendulum (1D) FX in the user_fx usermod Pendulum (1D) FX in the user_fx usermod Oct 29, 2026

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Caution

Some comments are outside the diff and can’t be posted inline due to GitHub limitations.

⚠️ Outside diff range comments (1)

Minor · Keep the mapped offset inside the segment. · user_fx.cpp:1698-1704

usermods/user_fx/user_fx.cpp:1698-1704
🎯 Functional Correctness | 🟡 Minor | ⚡ Quick win

Keep the mapped offset inside the segment.

For segLen 2 or 3, cutoff is 0. With intensity 255, map(255, 1, 255, 0, segLen) returns segLen. The particle then starts at x = segLen * PS_P_RADIUS_1D, outside the valid pixel range. The single-pixel renderer converts this to pixel segLen and skips it, so the pendulum disappears at that endpoint.

Suggested fix
-    else pd->offsetX = map(intensity, 1, 255, cutoff, segLen - cutoff);
+    else pd->offsetX = map(intensity, 1, 255, cutoff, segLen - 1 - cutoff);
Prompt for AI Agents
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Review comment at @usermods/user_fx/user_fx.cpp around lines 1698 - 1704:
Update the intensity-to-offset mapping that assigns pd->offsetX so its upper
bound is segLen - 1 - cutoff, keeping the mapped offset within valid segment
pixels even when cutoff is zero. Preserve the existing lower bound and intensity
mapping behavior.

Prompt to fix review comments
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Outside diff comments:
Review comments at @usermods/user_fx/user_fx.cpp:
- Around line 1698-1704: Update the intensity-to-offset mapping that assigns
pd->offsetX so its upper bound is segLen - 1 - cutoff, keeping the mapped offset
within valid segment pixels even when cutoff is zero. Preserve the existing
lower bound and intensity mapping behavior.

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# WLED - ESP32/ESP8266 LED Controller Firmware

## General Guidelines

- **Verify feature-flag names.** Every `WLED_ENABLE_*` / `WLED_DISABLE_*` flag must exactly match one of the names below — misspellings are silently ignored by the preprocessor (e.g. `WLED_IR_DISABLE` instead of `WLED_DISABLE_INFRARED`), causing silent build variations. Flag unrecognised names as likely typos and suggest the correct spelling.
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