Difference between revisions of "101-50-FLMxx"

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=Code Sample=
 
==Forward==
 
<pre>
 
#include <FastLED.h>
 
  
#define LED_PIN  A0
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*[http://s3.amazonaws.com/s3.image.smart/download/101-50-FLM/Arduino_control_LED_matrix_panel_simple_guide.docx Arduino Control LED Matrix Panel Simple Guide]
 
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*[http://s3.amazonaws.com/s3.image.smart/download/101-50-FLM/Flexible_LED_Matrix_Panel.MP4 Flexible LED Matrix Panel.MP4]
#define COLOR_ORDER GRB
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*[http://s3.amazonaws.com/s3.image.smart/download/101-50-FLM/sample_code.zip Sample Code]
#define CHIPSET    WS2811
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#define BRIGHTNESS 255
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// Helper functions for an two-dimensional XY matrix of pixels.
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// Simple 2-D demo code is included as well.
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//
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//    XY(x,y) takes x and y coordinates and returns an LED index number,
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//            for use like this:  leds[ XY(x,y) ] == CRGB::Red;
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//             No error checking is performed on the ranges of x and y.
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//
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//    XYsafe(x,y) takes x and y coordinates and returns an LED index number,
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//            for use like this:  leds[ XYsafe(x,y) ] == CRGB::Red;
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//            Error checking IS performed on the ranges of x and y, and an
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//            index of "-1" is returned. Special instructions below
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//            explain how to use this without having to do your own error
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//            checking every time you use this function.
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//            This is a slightly more advanced technique, and
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//            it REQUIRES SPECIAL ADDITIONAL setup, described below.
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// Params for width and height
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const uint8_t kMatrixWidth = 8;
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const uint8_t kMatrixHeight = 8;
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// Param for different pixel layouts
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const bool    kMatrixSerpentineLayout = true;
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const bool    kMatrixVertical = false;
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// Set 'kMatrixSerpentineLayout' to false if your pixels are
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// laid out all running the same way, like this:
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//
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//    0 >  1 >  2 >  3 >  4
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//                        |
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//    .----<----<----<----'
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//    |
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//    5 >  6 >  7 >  8 >  9
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//                        |
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//    .----<----<----<----'
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//    |
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//    10 > 11 > 12 > 13 > 14
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//                        |
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//    .----<----<----<----'
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//    |
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//    15 > 16 > 17 > 18 > 19
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//
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// Set 'kMatrixSerpentineLayout' to true if your pixels are
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// laid out back-and-forth, like this:
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//
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//    0 >  1 >  2 >  3 >  4
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//                        |
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//                        |
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//    9 <  8 <  7 <  6 <  5
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//    |
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//    |
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//    10 > 11 > 12 > 13 > 14
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//                        |
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//                        |
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//    19 < 18 < 17 < 16 < 15
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//
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// Bonus vocabulary word: anything that goes one way
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// in one row, and then backwards in the next row, and so on
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// is call "boustrophedon", meaning "as the ox plows."
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// This function will return the right 'led index number' for
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// a given set of X and Y coordinates on your matrix. 
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// IT DOES NOT CHECK THE COORDINATE BOUNDARIES. 
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// That's up to you.  Don't pass it bogus values.
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//
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// Use the "XY" function like this:
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//
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//    for( uint8_t x = 0; x < kMatrixWidth; x++) {
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//      for( uint8_t y = 0; y < kMatrixHeight; y++) {
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//     
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//        // Here's the x, y to 'led index' in action:
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//        leds[ XY( x, y) ] = CHSV( random8(), 255, 255);
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//     
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//      }
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//    }
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//
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//
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uint16_t XY( uint8_t x, uint8_t y)
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{
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  uint16_t i;
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  if( kMatrixSerpentineLayout == false) {
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    if (kMatrixVertical == false) {
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      i = (y * kMatrixWidth) + x;
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    } else {
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      i = kMatrixHeight * (kMatrixWidth - (x+1))+y;
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    }
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  }
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  if( kMatrixSerpentineLayout == true) {
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    if (kMatrixVertical == false) {
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      if( y & 0x01) {
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        // Odd rows run backwards
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        uint8_t reverseX = (kMatrixWidth - 1) - x;
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        i = (y * kMatrixWidth) + reverseX;
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      } else {
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        // Even rows run forwards
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        i = (y * kMatrixWidth) + x;
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      }
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    } else { // vertical positioning
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      if ( x & 0x01) {
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        i = kMatrixHeight * (kMatrixWidth - (x+1))+y;
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      } else {
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        i = kMatrixHeight * (kMatrixWidth - x) - (y+1);
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      }
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    }
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  }
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  return i;
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}
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// Once you've gotten the basics working (AND NOT UNTIL THEN!)
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// here's a helpful technique that can be tricky to set up, but
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// then helps you avoid the needs for sprinkling array-bound-checking
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// throughout your code.
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//
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// It requires a careful attention to get it set up correctly, but
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// can potentially make your code smaller and faster.
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//
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// Suppose you have an 8 x 5 matrix of 40 LEDs.  Normally, you'd
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// delcare your leds array like this:
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//    CRGB leds[40];
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// But instead of that, declare an LED buffer with one extra pixel in
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// it, "leds_plus_safety_pixel".  Then declare "leds" as a pointer to
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// that array, but starting with the 2nd element (id=1) of that array:  
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//   CRGB leds_with_safety_pixel[41];
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//    CRGB* const leds( leds_plus_safety_pixel + 1);
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// Then you use the "leds" array as you normally would.
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// Now "leds[0..N]" are aliases for "leds_plus_safety_pixel[1..(N+1)]",
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// AND leds[-1] is now a legitimate and safe alias for leds_plus_safety_pixel[0].
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// leds_plus_safety_pixel[0] aka leds[-1] is now your "safety pixel".
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//
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// Now instead of using the XY function above, use the one below, "XYsafe".
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//
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// If the X and Y values are 'in bounds', this function will return an index
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// into the visible led array, same as "XY" does.
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// HOWEVER -- and this is the trick -- if the X or Y values
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// are out of bounds, this function will return an index of -1.
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// And since leds[-1] is actually just an alias for leds_plus_safety_pixel[0],
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// it's a totally safe and legal place to access.  And since the 'safety pixel'
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// falls 'outside' the visible part of the LED array, anything you write
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// there is hidden from view automatically.
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// Thus, this line of code is totally safe, regardless of the actual size of
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// your matrix:
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//    leds[ XYsafe( random8(), random8() ) ] = CHSV( random8(), 255, 255);
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//
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// The only catch here is that while this makes it safe to read from and
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// write to 'any pixel', there's really only ONE 'safety pixel'.  No matter
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// what out-of-bounds coordinates you write to, you'll really be writing to
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// that one safety pixel.  And if you try to READ from the safety pixel,
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// you'll read whatever was written there last, reglardless of what coordinates
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// were supplied.
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#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
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CRGB leds_plus_safety_pixel[ NUM_LEDS + 1];
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CRGB* const leds( leds_plus_safety_pixel + 1);
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uint16_t XYsafe( uint8_t x, uint8_t y)
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{
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  if( x >= kMatrixWidth) return -1;
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  if( y >= kMatrixHeight) return -1;
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  return XY(x,y);
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}
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+
 
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// Demo that USES "XY" follows code below
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void loop()
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{
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    uint32_t ms = millis();
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    int32_t yHueDelta32 = ((int32_t)cos16( ms * (27/1) ) * (350 / kMatrixWidth));
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    int32_t xHueDelta32 = ((int32_t)cos16( ms * (39/1) ) * (310 / kMatrixHeight));
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    DrawOneFrame( ms / 65536, yHueDelta32 / 32768, xHueDelta32 / 32768);
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    if( ms < 5000 ) {
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      FastLED.setBrightness( scale8( BRIGHTNESS, (ms * 256) / 5000));
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    } else {
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      FastLED.setBrightness(BRIGHTNESS);
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    }
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    FastLED.show();
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}
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void DrawOneFrame( uint8_t startHue8, int8_t yHueDelta8, int8_t xHueDelta8)
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{
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  uint8_t lineStartHue = startHue8;
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  for( uint8_t y = 0; y < kMatrixHeight; y++) {
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    lineStartHue += yHueDelta8;
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    uint8_t pixelHue = lineStartHue;     
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    for( uint8_t x = 0; x < kMatrixWidth; x++) {
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      pixelHue += xHueDelta8;
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      leds[ XY(x, y)]  = CHSV( pixelHue, 255, 255);
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    }
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  }
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}
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+
 
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void setup() {
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  FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalSMD5050);
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  FastLED.setBrightness( BRIGHTNESS );
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}
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</pre>
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[[Image:1-froward-1.gif|337*337]]
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[[Image:1-froward-2.gif|337*337]]
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=Download resource=
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*[http://s3.amazonaws.com/s3.image.smart/download/101-20-146/17DOF%20Robot%20Assemble%20Guide.docx 17DOF Robot Assemble Guide]
+

Latest revision as of 10:44, 4 June 2021