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
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()) {
PVector h = hand.getPosition();
if (frameCount%2==0) {
Vector3f pos = new Vector3f(h.x / 10 -90 , -30, h.z -50);
//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);
}
}
4. 什麼? 有同學上課在玩 Maya 建模? 那我們把 Maya 建出來的車子也匯出來, 在 Processing 中試著畫 3D模型吧!
4.1. Processing Import Library, OBJLoader
4.2. 跑 Example, 裡面 OBJLoader 有 OBJLoader_BoundingBox 範例可以跑
4.3. 把你的模型,放在 文件\Processing\libraries\OBJLoader\examples\OBJLoader_BoundingBox\data 中, 然後範例程式裡面的 model = new OBJLoader(.... "檔名.obj" ...) 改成你的檔名即可
4.1. Processing Import Library, OBJLoader
4.2. 跑 Example, 裡面 OBJLoader 有 OBJLoader_BoundingBox 範例可以跑
4.3. 把你的模型,放在 文件\Processing\libraries\OBJLoader\examples\OBJLoader_BoundingBox\data 中, 然後範例程式裡面的 model = new OBJLoader(.... "檔名.obj" ...) 改成你的檔名即可





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