2014年3月10日 星期一

第四週上課內容

今天目標: 碰撞偵測

0. 先把上課要用的環境設定好
0.1. LeapMotion裝起來 (Software, Leap Developer Kit)
0.2. Processing 2.1.1 新版裝起來
0.3. 用新版 Processing 來 Import Library 安裝三個library (search: colli
0.3.0. Leap Motion for Processing
0.3.1. bRigid  (它另外需要 PeasyCam)
0.3.2. ComputationalGeometry
0.3.3. SuperCollider

1. 試著開啟 Examples 裡的 Leap Motion for Processing 的 e1_basic, 將很多行的程式碼,簡化成3個重點
1.1. import 並宣告
import de.voidplus.leapmotion.*;
LeapMotion lea;
1.2. 在 setup()裡面 new 好它
leap = new LeapMotion(this);
1.3. 在 draw()裡面用它
for( Hand hand : leap.getHands() ){
  hand.draw();
}


2. 試著跑 bRigid 的範例 terrain

3. 試著將  Leap Motion 結合到 Terrain 範例中
3.1. 與 1.1相同, 先 import並宣告
3.2. 與 1.2相同, 在 setup()裡 new 它
3.3. 與 1.3相同, 在 draw()裡面用它

for( Hand hand : leap.getHands() ){
  PVector p = hand.getPosition();
  if(frameCount %2 ==0 ){
    //Vector3f pos = new Vector3f(random(-90,90), -30, random(-90,90));
    Vector3f pos = new Vector3f( p.x/10 -90, -30, p.z);
  }
}
偵測到手後,就會落下鐵條




// bRigid provides classes for an easier handling of jBullet in Processing. bRigid is thought as a kind of Processing port for the bullet physics simulation library written in C++. 
// This library allows the interaction of rigid bodies in 3D. Geometry/ Shapes are build with Processing PShape Class, for convinient display and export (c) 2013 Daniel Köhler, daniel@lab-eds.org

//here: build a TriangleMesh and use it as "Terrain"

import javax.vecmath.Vector3f;
import processing.core.PApplet;
import peasy.*;
import bRigid.*;
import de.voidplus.leapmotion.*;
LeapMotion leap;

PeasyCam cam;

BPhysics physics;

BObject rigid;
BTerrain terrain;

public void setup() {
  size(1280, 720, P3D);
  frameRate(60);

  cam = new PeasyCam(this, 200);
  cam.pan(0, 50);
  cam.rotateX(.4f);

  physics = new BPhysics();
  physics.world.setGravity(new Vector3f(0, 40, 0));

  float height = 1.1f;
  //BTerrain(PApplet p, int tesselation, float height, int seed, Vector3f position, Vector3f scale) 
  terrain = new BTerrain(this, 110, height, 10, new Vector3f(), new Vector3f(2, 2, 2));
  physics.addBody(terrain);

  //create the first rigidBody as Sphere
  rigid = new BBox(this, 5, 1.0f, 10.0f, 1.0f);
  
  leap = new LeapMotion(this);
}

public void draw() {
  background(255);
  lights();
  rotateY(frameCount*.002f);
for(Hand hand : leap.getHands()){

    hand.draw();
    PVector hand_position    = hand.getPosition();
    
  if (frameCount%2==0) {
    Vector3f pos = new Vector3f(hand_position.x/5-90,-30,hand_position.y/5-90);
    //reuse the rigidBody of the sphere for performance resons
    BObject r = new BObject(this, 5, rigid, pos, true);
    physics.addBody(r);
  }
  }

  physics.update();
  terrain.display();
  for (int i =1;i<physics.rigidBodies.size();i++) {
    BObject b = (BObject) physics.rigidBodies.get(i);
    b.display(50, 50, 50);
  }
}


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