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#include "beta-cube-library-v3.h"
Cube cube = Cube();
// UDP Port used for UDP communication
unsigned int localPort = 65506;
// An UDP instance to let us receive packets over UDP
UDP Udp;
// This stores how many bytes we've received via UDP
int32_t bytesrecv;
void setup() {
cube.begin();
cube.background(black);
cube.show();
// start the UDP
Udp.begin(localPort);
}
void loop() {
bytesrecv = Udp.parsePacket();
if (bytesrecv > 0) {
if(bytesrecv >= PIXEL_COUNT) {
char data[PIXEL_COUNT];
// Read first 512 chars of data received
Udp.read(data, PIXEL_COUNT);
// Ignore all other chars
Udp.flush();
// Start painting the cube with the data received
for(int x = 0; x < cube.size; x++)
for(int y = 0; y < cube.size; y++)
for(int z = 0; z < cube.size; z++) {
int index = z*cube.size + y*cube.size + x;
Color pixelColor = Color((data[index]&0xE0)>>2, (data[index]&0x1C)<<1, (data[index]&0x03)<<4); //colors with max brightness set to 64
cube.setVoxel(x, y, z, pixelColor);
}
// Display!!
cube.show();
}
}
}
#include "beta-cube-library-v3.h"
Cube cube = Cube();
// UDP Port used for UDP communication
unsigned int localPort = 65506;
// An UDP instance to let us receive packets over UDP
UDP Udp;
// This stores how many bytes we've received via UDP
int32_t bytesrecv;
void setup() {
cube.begin();
cube.background(black);
cube.show();
// start the UDP
if(Udp.setBuffer(PIXEL_COUNT + 4))
Udp.begin(localPort);
}
void loop() {
bytesrecv = Udp.parsePacket();
if (bytesrecv > 0) {
if(bytesrecv >= PIXEL_COUNT) {
char data[PIXEL_COUNT + 4];
// Read first 516 chars of data received
Udp.read(data, PIXEL_COUNT + 4);
// Ignore all other chars
Udp.flush();
int index = 4; // We're skipping the first 4 tpm2 protocol bytes
// Start painting the cube with the data received
//for(int z = cube.size-1; z >= 0; z--)
for(int x = cube.size - 1; x >= 0; x--) { // Linewise, starting from leftmost index
for(int y = cube.size - 1; y >= 0; y--) { // Columnwise, starting from bottommost index
//int index = x + y + (cube.size-1-z);
//int index = z*cube.size + y*cube.size + x;
Color pixelColor = Color(data[index], data[index+1], data[index+2]); // Take 3 bytes from the array
cube.setVoxel(x, y, cube.size - 1, pixelColor); // We're only drawing 2 dimensions (width & height)
}
index+=3; // Increment the array index by 3 bytes
}
// Display!!
cube.show();
}
}
}
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I just made myself a freakin' lava lamp in just 5 minutes!
https://youtu.be/3qh64V95gAk
That is way cool.
I don't think so, Dirk.
Maybe buying a 'cheapo' android phone, just to use the app as a remote control for the Cube, would be an option?
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Cube cube = Cube();Cube cube = Cube(16, 50);#define PIXELS_PER_PANEL (PIXEL_COUNT / NR_OF_PANELS)#define PIXELS_PER_PANEL ((cube.size * cube.size * cube.size) / NR_OF_PANELS)No problem Werner - thanks for looking. Oddly enough, I was sure I posted something after your initial query about that schematics, that contained a link to the demo code. Now I see that it's not in the thread, but there is a "This message has been deleted" showing instead, in the slot where I thought I posted. Weird.Even without support for the big cubes, I'm still very excited with everything you are doing. I'll have fun playing with my 8x8x8 cube in the meantime. :-)
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On Sep 20, 2015, at 4:48 PM, Dave Morgan <da...@davemorgan.org> wrote:The demo reel code for the 16x16x16 cube is available here. It does indeed have more pins, and a different show method. In the meantime, I now have the Android app working on my 8x8x8 cube. :-)-- Dave--
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#include "neopixel/neopixel.h"
//NEOPIXEL Defines
#define PIXELS_PER_CLUSTER 512
#define PIXEL_TYPE WS2812B
#define PIXEL_PIN1 D0
#define PIXEL_PIN2 D1
#define PIXEL_PIN3 D2
#define PIXEL_PIN4 D3
#define PIXEL_PIN5 D4
#define PIXEL_PIN6 D5
#define PIXEL_PIN7 D6
#define PIXEL_PIN8 D7
Adafruit_NeoPixel stripCluster1 = Adafruit_NeoPixel(PIXELS_PER_CLUSTER, PIXEL_PIN1, PIXEL_TYPE);
Adafruit_NeoPixel stripCluster2 = Adafruit_NeoPixel(PIXELS_PER_CLUSTER, PIXEL_PIN2, PIXEL_TYPE);
Adafruit_NeoPixel stripCluster3 = Adafruit_NeoPixel(PIXELS_PER_CLUSTER, PIXEL_PIN3, PIXEL_TYPE);
Adafruit_NeoPixel stripCluster4 = Adafruit_NeoPixel(PIXELS_PER_CLUSTER, PIXEL_PIN4, PIXEL_TYPE);
Adafruit_NeoPixel stripCluster5 = Adafruit_NeoPixel(PIXELS_PER_CLUSTER, PIXEL_PIN5, PIXEL_TYPE);
Adafruit_NeoPixel stripCluster6 = Adafruit_NeoPixel(PIXELS_PER_CLUSTER, PIXEL_PIN6, PIXEL_TYPE);
Adafruit_NeoPixel stripCluster7 = Adafruit_NeoPixel(PIXELS_PER_CLUSTER, PIXEL_PIN7, PIXEL_TYPE);
Adafruit_NeoPixel stripCluster8 = Adafruit_NeoPixel(PIXELS_PER_CLUSTER, PIXEL_PIN8, PIXEL_TYPE);
(...)
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I´m a real noob regarding programming code line by line for the L3D cube in the small online editor.Therefore I would like to know if Lookingglass is working on an WYSIWYG editor to design colourful pattern for the L3D cube quite fast and simple, either for a noob like me?I have already installed the Processing prog including the L3D cube library, but it´s still not as easy as I would like to have it - but I love the cube!Can I expect such a tool in the near future?
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<SparkPixels.ino>
Ok Thanks Werner, did try it and did not get anywhere I am running a android simulator "Andy" that Dirk suggested, and thought it was something to do with that
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<SparkPixels.ino>
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If they ever do that, I'm sold.
Enjoy the new sketch for the android app. Now you have the power of L3D on the palm of your hands.
Ah yes, of course! There's no need to change or reinstall the android app. ;-)
Ta (for good),
-Werner
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