環境設定好
LeapMotion裝起來 (Software, Leap Developer Kit)
用新版 Processing 來 Import Library
安裝library
Leap Motion for Processing
bRigid
ComputationalGeometry
SuperCollider
把 Leap Motion 範例的 e1_basic 的程式碼簡化
試著將簡化的 code 結合到 bRigid 的Terrain 範例中
會依照手指的座標產生新的東西掉下來
code:
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();
for(Finger finger : hand.getFingers()){
// Basics
finger.draw();
PVector leapPos = finger.getPosition();
if (frameCount%2==0) {
Vector3f pos = new Vector3f(leapPos.x/10-90, -30 , leapPos. y/10-90);
//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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