Arduino 8x8x8的光立方制作过程(附电路图和程式码)
本帖最后由 p857211 于 2013-6-18 00:19 编辑视频:Arduino 8x8x8 Cube http://www.youtube.com/watch?v=1YnRPepOV4E
先前实验制作的4x4x4 http://www.youtube.com/watch?v=daCo3CaDQsA
#include <avr/interrupt.h>
#include <string.h>
#define AXIS_X 1
#define AXIS_Y 2
#define AXIS_Z 3
volatile unsigned char cube;
volatile int current_layer = 0;
void setup()
{
int i;
for(i=0; i<14; i++)
pinMode(i, OUTPUT);
DDRC = 0xff;
PORTC = 0x00;
TCCR2A = 0x00;
TCCR2B = 0x00;
TCCR2A |= (0x01 << WGM21);
OCR2A = 10;
TCNT2 = 0x00;
TCCR2B |= (0x01 << CS22) | (0x01 << CS21);
TIMSK2 |= (0x01 << OCIE2A);
}
ISR (TIMER2_COMPA_vect)
{
int i;
PORTC = 0x00;
PORTB &= 0x0f;
PORTB |= 0x08;
for (i=0; i<8; i++)
{
PORTD = cube;
PORTB = (PORTB & 0xF8) | (0x07 & (i+1));
}
PORTB &= 0b00110111;
if (current_layer < 6)
{
PORTC = (0x01 << current_layer);
} else if (current_layer == 6)
{
digitalWrite(12, HIGH);
} else
{
digitalWrite(13, HIGH);
}
current_layer++;
if (current_layer == 8)
current_layer = 0;
}
void loop()
{
int i,x,y,z;
while (true)
{ effect_planboing(AXIS_Z, 1000);
effect_planboing(AXIS_Y, 1000);
effect_planboing(AXIS_X, 1000);
effect_boxside_randsend_parallel (AXIS_X, 0, 100, 1);
effect_boxside_randsend_parallel (AXIS_X, 1, 100, 1);
effect_boxside_randsend_parallel (AXIS_Y, 0, 100, 1);
effect_boxside_randsend_parallel (AXIS_Y, 1, 100, 1);
effect_boxside_randsend_parallel (AXIS_Z, 0, 100, 1);
effect_boxside_randsend_parallel (AXIS_Z, 1, 100, 1);
effect_random_filler(20,1);
effect_random_filler(20,0);
effect_random_filler(20,1);
effect_random_filler(20,0);
space(100);
space(100);
firework(-2,1,600);
effect_planboing(AXIS_Z, 400);
effect_planboing(AXIS_Y, 400);
effect_planboing(AXIS_X, 400);
effect_blinky2();
effect_random_filler(75,1);
effect_random_filler(75,0);
effect_rain(100);
space(100);
effect_boxside_randsend_parallel (AXIS_X, 0, 150, 1);
effect_boxside_randsend_parallel (AXIS_X, 1, 150, 1);
effect_boxside_randsend_parallel (AXIS_Y, 0, 150, 1);
effect_boxside_randsend_parallel (AXIS_Y, 1, 150, 1);
effect_boxside_randsend_parallel (AXIS_Z, 0, 150, 1);
effect_boxside_randsend_parallel (AXIS_Z, 1, 150, 1);
firework(0,0,0);
firework(-2,-2,50);
firework(1,1,-250);
firework(0,1,200);
firework(1,-3,400);
firework(2,-3,600);
firework(2,1,500);
firework(2,-2,200);
firework(2,1,0);
firework(0,0,0);
firework(2,-2,500);
}
}
// ==========================================================================================
// Effect functions
void space(int iterations){
int i, ii;
int rnd_y;
int rnd_z;
int rnd_num;
int time;
time = 700;
for (ii=0;ii<iterations;ii++)
{
time = time - (iterations/15);
rnd_num = rand()%4;
for (i=0; i < rnd_num;i++)
{
rnd_y = rand()%8;
rnd_z = rand()%8;
setvoxel(7,rnd_y,rnd_z);
}
delay_ms(time);
shift(AXIS_X,-1);
}
for (ii=0;ii<iterations;ii++)
{
time = time + (iterations/15);
rnd_num = rand()%4;
for (i=0; i < rnd_num;i++)
{
rnd_y = rand()%8;
rnd_z = rand()%8;
setvoxel(7,rnd_y,rnd_z);
}
delay_ms(time);
shift(AXIS_X,-1);
}
}
void firework(int i,int j, int time){
fill(0x00);
setvoxel(3-i,4-j,0);
delay_ms(900-time);
clrvoxel(3-i,4-j,0);
setvoxel(4-i,4-j,1);
delay_ms(1200-time);
clrvoxel(4-i,4-j,1);
setvoxel(4-i,5-j,2);
delay_ms(1400-time);
clrvoxel(4-i,5-j,2);
setvoxel(3-i,5-j,3);
delay_ms(1700-time);
clrvoxel(3-i,5-j,3);
setvoxel(3-i,4-j,4);
delay_ms(2000-time);
clrvoxel(3-i,4-j,4);
setvoxel(4-i,4-j,5);
delay_ms(2000-time);
clrvoxel(4-i,4-j,5);
setvoxel(4-i,3-j,6);
delay_ms(2000-time);
//Explode
clrvoxel(4-i,3-j,6);
setvoxel(4-i,3-j,7);
setvoxel(4-i,4-j,6);
setvoxel(4-i,2-j,6);
setvoxel(3-i,3-j,6);
setvoxel(5-i,3-j,6);
delay_ms(2000-time);
shift(AXIS_Z,-1);
setvoxel(4-i,5-j,5);
setvoxel(4-i,1-j,5);
setvoxel(2-i,3-j,5);
setvoxel(6-i,3-j,5);
delay_ms(900-time);
shift(AXIS_Z,-1);
setvoxel(4-i,6-j,3);
setvoxel(4-i,0-j,3);
setvoxel(1-i,3-j,3);
setvoxel(7-i,3-j,3);
delay_ms(900-time);
shift(AXIS_Z,-1);
setvoxel(4-i,7-j,1);
setvoxel(3-i,0-j,1);
setvoxel(0-i,3-j,1);
setvoxel(7-i,2-j,1);
delay_ms(1400-time);
shift(AXIS_Z,-1);
delay_ms(1400-time);
shift(AXIS_Z,-1);
delay_ms(1400-time);
shift(AXIS_Z,-1);
delay_ms(1400-time);
shift(AXIS_Z,-1);
delay_ms(700-time);
fill(0x00);
}
// ==========================================================================================
void draw_positions_axis (char axis, unsigned char positions, int invert)
{
int x, y, p;
fill(0x00);
for (x=0; x<8; x++)
{
for (y=0; y<8; y++)
{
if (invert)
{
p = (7-positions[(x*8)+y]);
} else
{
p = positions[(x*8)+y];
}
if (axis == AXIS_Z)
setvoxel(x,y,p);
if (axis == AXIS_Y)
setvoxel(x,p,y);
if (axis == AXIS_X)
setvoxel(p,y,x);
}
}
}
void effect_boxside_randsend_parallel (char axis, int origin, int delay, int mode)
{
int i;
int done;
unsigned char cubepos;
unsigned char pos;
int notdone = 1;
int notdone2 = 1;
int sent = 0;
for (i=0;i<64;i++)
{
pos = 0;
}
while (notdone)
{
if (mode == 1)
{
notdone2 = 1;
while (notdone2 && sent<64)
{
i = rand()%64;
if (pos == 0)
{
sent++;
pos += 1;
notdone2 = 0;
}
}
} else if (mode == 2)
{
if (sent<64)
{
pos += 1;
sent++;
}
}
done = 0;
for (i=0;i<64;i++)
{
if (pos > 0 && pos <7)
{
pos += 1;
}
if (pos == 7)
done++;
}
if (done == 64)
notdone = 0;
for (i=0;i<64;i++)
{
if (origin == 0)
{
cubepos = pos;
} else
{
cubepos = (7-pos);
}
}
delay_ms(delay);
draw_positions_axis(axis,cubepos,0);
}
}
void effect_rain (int iterations)
{
int i, ii;
int rnd_x;
int rnd_y;
int rnd_num;
for (ii=0;ii<iterations;ii++)
{
rnd_num = rand()%4;
for (i=0; i < rnd_num;i++)
{
rnd_x = rand()%8;
rnd_y = rand()%8;
setvoxel(rnd_x,rnd_y,7);
}
delay_ms(1000);
shift(AXIS_Z,-1);
}
}
// Set or clear exactly 512 voxels in a random order.
void effect_random_filler (int delay, int state)
{
int x,y,z;
int loop = 0;
if (state == 1)
{
fill(0x00);
} else
{
fill(0xff);
}
while (loop<511)
{
x = rand()%8;
y = rand()%8;
z = rand()%8;
if ((state == 0 && getvoxel(x,y,z) == 0x01) || (state == 1 && getvoxel(x,y,z) == 0x00))
{
altervoxel(x,y,z,state);
delay_ms(delay);
loop++;
}
}
}
void effect_blinky2()
{
int i,r;
fill(0x00);
for (r=0;r<2;r++)
{
i = 750;
while (i>0)
{
fill(0x00);
delay_ms(i);
fill(0xff);
delay_ms(100);
i = i - (15+(1000/(i/10)));
}
delay_ms(1000);
i = 750;
while (i>0)
{
fill(0x00);
delay_ms(751-i);
fill(0xff);
delay_ms(100);
i = i - (15+(1000/(i/10)));
}
}
}
// Draw a plane on one axis and send it back and forth once.
void effect_planboing (int plane, int speed)
{
int i;
for (i=0;i<8;i++)
{
fill(0x00);
setplane(plane, i);
delay_ms(speed);
}
for (i=7;i>=0;i--)
{
fill(0x00);
setplane(plane,i);
delay_ms(speed);
}
}
// ==========================================================================================
// Draw functions
// ==========================================================================================
// Set a single voxel to ON
void setvoxel(int x, int y, int z)
{
if (inrange(x,y,z))
cube |= (1 << x);
}
// Set a single voxel to ON
void clrvoxel(int x, int y, int z)
{
if (inrange(x,y,z))
cube &= ~(1 << x);
}
// This function validates that we are drawing inside the cube.
unsigned char inrange(int x, int y, int z)
{
if (x >= 0 && x < 8 && y >= 0 && y < 8 && z >= 0 && z < 8)
{
return 0x01;
} else
{
// One of the coordinates was outside the cube.
return 0x00;
}
}
// Get the current status of a voxel
unsigned char getvoxel(int x, int y, int z)
{
if (inrange(x,y,z))
{
if (cube & (1 << x))
{
return 0x01;
} else
{
return 0x00;
}
} else
{
return 0x00;
}
}
// In some effect we want to just take bool and write it to a voxel
// this function calls the apropriate voxel manipulation function.
void altervoxel(int x, int y, int z, int state)
{
if (state == 1)
{
setvoxel(x,y,z);
} else
{
clrvoxel(x,y,z);
}
}
// Flip the state of a voxel.
// If the voxel is 1, its turned into a 0, and vice versa.
void flpvoxel(int x, int y, int z)
{
if (inrange(x, y, z))
cube ^= (1 << x);
}
// Makes sure x1 is alwas smaller than x2
// This is usefull for functions that uses for loops,
// to avoid infinite loops
void argorder(int ix1, int ix2, int *ox1, int *ox2)
{
if (ix1>ix2)
{
int tmp;
tmp = ix1;
ix1= ix2;
ix2 = tmp;
}
*ox1 = ix1;
*ox2 = ix2;
}
// Sets all voxels along a X/Y plane at a given point
// on axis Z
void setplane_z (int z)
{
int i;
if (z>=0 && z<8)
{
for (i=0;i<8;i++)
cube = 0xff;
}
}
// Clears voxels in the same manner as above
void clrplane_z (int z)
{
int i;
if (z>=0 && z<8)
{
for (i=0;i<8;i++)
cube = 0x00;
}
}
void setplane_x (int x)
{
int z;
int y;
if (x>=0 && x<8)
{
for (z=0;z<8;z++)
{
for (y=0;y<8;y++)
{
cube |= (1 << x);
}
}
}
}
void clrplane_x (int x)
{
int z;
int y;
if (x>=0 && x<8)
{
for (z=0;z<8;z++)
{
for (y=0;y<8;y++)
{
cube &= ~(1 << x);
}
}
}
}
void setplane_y (int y)
{
int z;
if (y>=0 && y<8)
{
for (z=0;z<8;z++)
cube = 0xff;
}
}
void clrplane_y (int y)
{
int z;
if (y>=0 && y<8)
{
for (z=0;z<8;z++)
cube = 0x00;
}
}
void setplane (char axis, unsigned char i)
{
switch (axis)
{
case AXIS_X:
setplane_x(i);
break;
case AXIS_Y:
setplane_y(i);
break;
case AXIS_Z:
setplane_z(i);
break;
}
}
void clrplane (char axis, unsigned char i)
{
switch (axis)
{
case AXIS_X:
clrplane_x(i);
break;
case AXIS_Y:
clrplane_y(i);
break;
case AXIS_Z:
clrplane_z(i);
break;
}
}
// Fill a value into all 64 byts of the cube buffer
// Mostly used for clearing. fill(0x00)
// or setting all on. fill(0xff)
void fill (unsigned char pattern)
{
int z;
int y;
for (z=0;z<8;z++)
{
for (y=0;y<8;y++)
{
cube = pattern;
}
}
}
// Draw a box with all walls drawn and all voxels inside set
void box_filled(int x1, int y1, int z1, int x2, int y2, int z2)
{
int iy;
int iz;
argorder(x1, x2, &x1, &x2);
argorder(y1, y2, &y1, &y2);
argorder(z1, z2, &z1, &z2);
for (iz=z1;iz<=z2;iz++)
{
for (iy=y1;iy<=y2;iy++)
{
cube |= byteline(x1,x2);
}
}
}
// Darw a hollow box with side walls.
void box_walls(int x1, int y1, int z1, int x2, int y2, int z2)
{
int iy;
int iz;
argorder(x1, x2, &x1, &x2);
argorder(y1, y2, &y1, &y2);
argorder(z1, z2, &z1, &z2);
for (iz=z1;iz<=z2;iz++)
{
for (iy=y1;iy<=y2;iy++)
{
if (iy == y1 || iy == y2 || iz == z1 || iz == z2)
{
cube = byteline(x1,x2);
} else
{
cube |= ((0x01 << x1) | (0x01 << x2));
}
}
}
}
// Draw a wireframe box. This only draws the corners and edges,
// no walls.
void box_wireframe(int x1, int y1, int z1, int x2, int y2, int z2)
{
int iy;
int iz;
argorder(x1, x2, &x1, &x2);
argorder(y1, y2, &y1, &y2);
argorder(z1, z2, &z1, &z2);
// Lines along X axis
cube = byteline(x1,x2);
cube = byteline(x1,x2);
cube = byteline(x1,x2);
cube = byteline(x1,x2);
// Lines along Y axis
for (iy=y1;iy<=y2;iy++)
{
setvoxel(x1,iy,z1);
setvoxel(x1,iy,z2);
setvoxel(x2,iy,z1);
setvoxel(x2,iy,z2);
}
// Lines along Z axis
for (iz=z1;iz<=z2;iz++)
{
setvoxel(x1,y1,iz);
setvoxel(x1,y2,iz);
setvoxel(x2,y1,iz);
setvoxel(x2,y2,iz);
}
}
// Returns a byte with a row of 1's drawn in it.
// byteline(2,5) gives 0b00111100
char byteline (int start, int end)
{
return ((0xff<<start) & ~(0xff<<(end+1)));
}
// Flips a byte 180 degrees.
// MSB becomes LSB, LSB becomes MSB.
char flipbyte (char byte)
{
char flop = 0x00;
flop = (flop & 0b11111110) | (0b00000001 & (byte >> 7));
flop = (flop & 0b11111101) | (0b00000010 & (byte >> 5));
flop = (flop & 0b11111011) | (0b00000100 & (byte >> 3));
flop = (flop & 0b11110111) | (0b00001000 & (byte >> 1));
flop = (flop & 0b11101111) | (0b00010000 & (byte << 1));
flop = (flop & 0b11011111) | (0b00100000 & (byte << 3));
flop = (flop & 0b10111111) | (0b01000000 & (byte << 5));
flop = (flop & 0b01111111) | (0b10000000 & (byte << 7));
return flop;
}
// Draw a line between any coordinates in 3d space.
// Uses integer values for input, so dont expect smooth animations.
void line(int x1, int y1, int z1, int x2, int y2, int z2)
{
float xy; // how many voxels do we move on the y axis for each step on the x axis
float xz; // how many voxels do we move on the y axis for each step on the x axis
unsigned char x,y,z;
unsigned char lasty,lastz;
// We always want to draw the line from x=0 to x=7.
// If x1 is bigget than x2, we need to flip all the values.
if (x1>x2)
{
int tmp;
tmp = x2; x2 = x1; x1 = tmp;
tmp = y2; y2 = y1; y1 = tmp;
tmp = z2; z2 = z1; z1 = tmp;
}
if (y1>y2)
{
xy = (float)(y1-y2)/(float)(x2-x1);
lasty = y2;
} else
{
xy = (float)(y2-y1)/(float)(x2-x1);
lasty = y1;
}
if (z1>z2)
{
xz = (float)(z1-z2)/(float)(x2-x1);
lastz = z2;
} else
{
xz = (float)(z2-z1)/(float)(x2-x1);
lastz = z1;
}
// For each step of x, y increments by:
for (x = x1; x<=x2;x++)
{
y = (xy*(x-x1))+y1;
z = (xz*(x-x1))+z1;
setvoxel(x,y,z);
}
}
// 動畫Delay迴圈
void delay_ms(uint16_t x)
{
uint8_t y, z;
for ( ; x > 0 ; x--){
for ( y = 0 ; y < 90 ; y++){
for ( z = 0 ; z < 6 ; z++){
asm volatile ("nop");
}
}
}
}
//Z axiz的下雨動畫
void shift (char axis, int direction)
{
int i, x ,y;
int ii, iii;
int state;
for (i = 0; i < 8; i++)
{
if (direction == -1)
{
ii = i;
} else
{
ii = (7-i);
}
for (x = 0; x < 8; x++)
{
for (y = 0; y < 8; y++)
{
if (direction == -1)
{
iii = ii+1;
} else
{
iii = ii-1;
}
if (axis == AXIS_Z)
{
state = getvoxel(x,y,iii);
altervoxel(x,y,ii,state);
}
if (axis == AXIS_Y)
{
state = getvoxel(x,iii,y);
altervoxel(x,ii,y,state);
}
if (axis == AXIS_X)
{
state = getvoxel(iii,y,x);
altervoxel(ii,y,x,state);
}
}
}
}
if (direction == -1)
{
i = 7;
} else
{
i = 0;
}
for (x = 0; x < 8; x++)
{
for (y = 0; y < 8; y++)
{
if (axis == AXIS_Z)
clrvoxel(x,y,i);
if (axis == AXIS_Y)
clrvoxel(x,i,y);
if (axis == AXIS_X)
clrvoxel(i,y,x);
}
}
}
这小线飞的,真赞! 视频怎么是Youtube? 有密集恐惧症和缺乏耐心毅力者请勿模仿哈 厉害!膜拜 我焊的时候是一个一个用尺量的,焊得不错 视频只有9’’。 第一个视频只有9’’。 蛋疼的男人 谢谢楼主!!! 楼主真心强大啊! 楼主问一下你这个代码看的懂吗??
还有arduino的i/o口是怎么接的,分别是哪几个i/o口接到板子上,哪几个接138??哪几个接74hc574??还有哪几个接地线??
楼主问一下你这个代码看的懂吗??
firework();啥意思??百度不到。。 谷东昌 发表于 2014-1-9 03:19 static/image/common/back.gif
楼主问一下你这个代码看的懂吗??
firework();啥意思??百度不到。。
firrework(); 那是煙火的動畫程式
運算都寫在副程式裡
在loop裡用函數把它呼叫出來
這樣方便 隨意編排動畫順序
而不會導致 重復復製相同的程式 亂七八糟 讓自己看不懂
p857211 发表于 2014-1-14 10:32 static/image/common/back.gif
firrework(); 那是煙火的動畫程式
運算都寫在副程式裡
在loop裡用函數把它呼叫出來
谢过。。。。。。。
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