2014年3月10日 星期一

第四週 課堂內容

1. bRigid  (它另外需要 PeasyCam)
2. ComputationalGeometry
3. SuperCollider


bRigid

ComputationalGeometry







2.結合leapmotion 和 3D 模型控制

import de.voidplus.leapmotion.*; // include

LeapMotion leap; // 宣告

void setup(){
  size( 800, 500, P3D);
  leap = new LeapMotion(this);  //初始化
}
void draw(){
  background(255);
  for( Hand hand : leap.getHands() ){  // 找到幾隻手就做幾次迴圈
    hand.draw();
  }
}



完整程式碼
// 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.*; //
import saito.objloader.*;
PeasyCam cam;
LeapMotion leap; //

OBJModel model;

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); //
  //
  model = new OBJModel(this, "map_ground_path_s.obj", "relative", QUADS);
  model.enableDebug();
  model.scale(20);
}

public void draw() {
  background(255);
  lights();
  rotateY(frameCount*.002f);
  //
 
  for( Hand hand : leap.getHands()){
    PVector h = hand.getPosition();
    if (frameCount%2==0) {
      Vector3f pos = new Vector3f( h.x/5-90, -30, h.z/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);
   
    Vector3f pos = b.getPosition();
    pushMatrix();
    translate(pos.x, pos.y, pos.z);
    model.draw();
    popMatrix();
  }
}




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