no... sorry I said this before and I didn't know I had a p5 but thank you.
#include <RGBmatrixPanel.h>
// Most of the signal pins are configurable, but the CLK pin has some
// special constraints. On 8-bit AVR boards it must be on PORTB...
// Pin 11 works on the Arduino Mega. On 32-bit SAMD boards it must be
// on the same PORT as the RGB data pins (D2-D7)...
// Pin 8 works on the Adafruit Metro M0 or Arduino Zero,
// Pin A4 works on the Adafruit Metro M4 (if using the Adafruit RGB
// Matrix Shield, cut trace between CLK pads and run a wire to A4).
#define CLK 8 // USE THIS ON ADAFRUIT METRO M0, etc.
//#define CLK A4 // USE THIS ON METRO M4 (not M0)
//#define CLK 11 // USE THIS ON ARDUINO MEGA
#define OE 9
#define LAT 10
#define A A0
#define B A1
#define C A2
// Last parameter = 'true' enables double-buffering, for flicker-free,
// buttery smooth animation. Note that NOTHING WILL SHOW ON THE DISPLAY
// until the first call to swapBuffers(). This is normal.
RGBmatrixPanel matrix(A, B, C, CLK, LAT, OE, true);
static const int8_t PROGMEM sinetab[256] = {
0, 2, 5, 8, 11, 15, 18, 21,
24, 27, 30, 33, 36, 39, 42, 45,
48, 51, 54, 56, 59, 62, 65, 67,
70, 72, 75, 77, 80, 82, 85, 87,
89, 91, 93, 96, 98, 100, 101, 103,
105, 107, 108, 110, 111, 113, 114, 116,
117, 118, 119, 120, 121, 122, 123, 123,
124, 125, 125, 126, 126, 126, 126, 126,
127, 126, 126, 126, 126, 126, 125, 125,
124, 123, 123, 122, 121, 120, 119, 118,
117, 116, 114, 113, 111, 110, 108, 107,
105, 103, 101, 100, 98, 96, 93, 91,
89, 87, 85, 82, 80, 77, 75, 72,
70, 67, 65, 62, 59, 56, 54, 51,
48, 45, 42, 39, 36, 33, 30, 27,
24, 21, 18, 15, 11, 8, 5, 2,
0, -3, -6, -9, -12, -16, -19, -22,
-25, -28, -31, -34, -37, -40, -43, -46,
-49, -52, -55, -57, -60, -63, -66, -68,
-71, -73, -76, -78, -81, -83, -86, -88,
-90, -92, -94, -97, -99,-101,-102,-104,
-106,-108,-109,-111,-112,-114,-115,-117,
-118,-119,-120,-121,-122,-123,-124,-124,
-125,-126,-126,-127,-127,-127,-127,-127,
-128,-127,-127,-127,-127,-127,-126,-126,
-125,-124,-124,-123,-122,-121,-120,-119,
-118,-117,-115,-114,-112,-111,-109,-108,
-106,-104,-102,-101, -99, -97, -94, -92,
-90, -88, -86, -83, -81, -78, -76, -73,
-71, -68, -66, -63, -60, -57, -55, -52,
-49, -46, -43, -40, -37, -34, -31, -28,
-25, -22, -19, -16, -12, -9, -6, -3
};
void setup() {
matrix.begin();
}
const float radius1 =65.2, radius2 =92.0, radius3 =163.2, radius4 =176.8,
centerx1=64.4, centerx2=46.4, centerx3= 93.6, centerx4= 16.4,
centery1=34.8, centery2=26.0, centery3= 56.0, centery4=-11.6;
float angle1 = 0.0, angle2 = 0.0, angle3 = 0.0, angle4 = 0.0;
long hueShift= 0;
#define FPS 15 // Maximum frames-per-second
uint32_t prevTime = 0; // For frame-to-frame interval timing
void loop() {
int x1, x2, x3, x4, y1, y2, y3, y4, sx1, sx2, sx3, sx4;
unsigned char x, y;
long value;
sx1 = (int)(cos(angle1) * radius1 + centerx1);
sx2 = (int)(cos(angle2) * radius2 + centerx2);
sx3 = (int)(cos(angle3) * radius3 + centerx3);
sx4 = (int)(cos(angle4) * radius4 + centerx4);
y1 = (int)(sin(angle1) * radius1 + centery1);
y2 = (int)(sin(angle2) * radius2 + centery2);
y3 = (int)(sin(angle3) * radius3 + centery3);
y4 = (int)(sin(angle4) * radius4 + centery4);
for(y=0; y<matrix.height(); y++) {
x1 = sx1; x2 = sx2; x3 = sx3; x4 = sx4;
for(x=0; x<matrix.width(); x++) {
value = hueShift
+ (int8_t)pgm_read_byte(sinetab + (uint8_t)((x1 * x1 + y1 * y1) >> 4))
+ (int8_t)pgm_read_byte(sinetab + (uint8_t)((x2 * x2 + y2 * y2) >> 4))
+ (int8_t)pgm_read_byte(sinetab + (uint8_t)((x3 * x3 + y3 * y3) >> 5))
+ (int8_t)pgm_read_byte(sinetab + (uint8_t)((x4 * x4 + y4 * y4) >> 5));
matrix.drawPixel(x, y, matrix.ColorHSV(value * 3, 255, 255, true));
x1--; x2--; x3--; x4--;
}
y1--; y2--; y3--; y4--;
}
angle1 += 0.03;
angle2 -= 0.07;
angle3 += 0.13;
angle4 -= 0.15;
hueShift += 2;
// To ensure that animation speed is similar on AVR & SAMD boards,
// limit frame rate to FPS value (might go slower, but never faster).
// This is preferable to delay() because the AVR is already plenty slow.
uint32_t t;
while(((t = millis()) - prevTime) < (1000 / FPS));
prevTime = t;
matrix.swapBuffers(false);
}
that is the code. well the original code. cause i had to change some things cause I have a 64x32 not a 16x32
heres the gray cable:
really of stupid of me to put it on my bed. but my computer is by my bed so its easiest.



