- 跑Rotate程式
- 簡易的LeapMotion
import de.voidplus.leapmotion.*;
LeapMotion leap;
void setup(){
size(800,500,P3D);
leap=new LeapMotion(this);
}
void draw()
{
background(255);
for(Hand hand:leap.getHands()){
hand.draw();
}
}
- 利用LEAPMOTION移動手部位置,在地形上投射方塊
- 讀入OBJ檔
- 利用地形與自己的OBJ火箭結合
import saito.objloader.*;
OBJModel model;
PeasyCam cam;
BPhysics physics;
BObject rigid;
BTerrain terrain;
public void setup() {
model = new OBJModel(this, "sh.obj", "relative", QUADS);
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);
}
public void draw() {
background(255);
lights();
rotateY(frameCount*.002f);
if (frameCount%2==0) {
Vector3f pos = new Vector3f(random(-90, 90), -30, random(-90, 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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