处理的目的是使使用Java绘图更加容易. Android的处理功能具有其桌面同级功能以及来自传感器的信息.将这些东西放在一起,像Oculus Rift或Google Cardboard那样显示立体图像并在其周围移动不容易吗?
解决方法:
下面的代码在两个视口中显示图像-一个用于左眼,一个用于右眼.结果是当从Google Cardboard设备查看时,图像看起来为3D.当头部移动时,加速度计和陀螺仪数据用于移动3D图像.唯一的错误是,如果您不以“横向”模式启动“处理”,则会导致程序崩溃.我正在使用Processing 2.0.3和Android 4.3,因此在当前版本中可能已解决此问题. (尽管我确实在Github上的Processing-Bugs讨论中仍然认为这是一个未解决的问题).纹理图像是喜爱的卡通人物的100 x 100像素图像.您可以使用所需的任何内容-只需将图像存储在数据文件夹中即可.
//Scott Little 2015, GPLv3
//pBoard is Processing for Cardboard
import android.os.Bundle; //for preventing sleep
import android.view.WindowManager;
import ketai.sensors.*; //ketai library for sensors
KetaiSensor sensor;
float ax,ay,az,mx,my,mz; //sensor variables
float eyex = 50; //camera variables
float eyey = 50;
float eyez = 0;
float panx = 0;
float pany = 0;
PGraphics lv; //left viewport
PGraphics rv; //right viewport
PShape s; //the object to be displayed
//********************************************************************
// The following code is required to prevent sleep.
//********************************************************************
void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// fix so screen doesn't go to sleep when app is active
getwindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
//********************************************************************
void setup() {
sensor = new KetaiSensor(this);
sensor.start();
size(displayWidth,displayHeight,P3D); //used to set P3D renderer
orientation(LANDSCAPE); //causes crashing if not started in this orientation
lv = createGraphics(displayWidth/2,displayHeight,P3D); //size of left viewport
rv = createGraphics(displayWidth/2,displayHeight,P3D);
PImage img = loadImage("jake.jpg"); //texture image
s = createShape();
TexturedCube(img, s, 50, 50);
}
void draw(){
//draw something fancy on every viewports
panx = panx-mx*10;
pany = 0;
eyex = 0;
eyey = -20*az;
ViewPort(lv, eyex, eyey, panx, pany, -15); //left viewport
ViewPort(rv, eyex, eyey, panx, pany, 15); //right viewport
//add the two viewports to your main panel
image(lv, 0, 0);
image(rv, displayWidth/2, 0);
}
//sensor data
void onAccelerometerEvent(float x, float y, float z){
ax = x;
ay = y;
az = z;
}
void ongyroscopeEvent(float x, float y, float z){
mx = x;
my = y;
mz = z;
}
//
void ViewPort(PGraphics v, float x, float y, float px, float py, int eyeoff){
v.beginDraw();
v.background(102);
v.lights();
v.pushmatrix();
v.camera(x+eyeoff, y, 300, px, py, 0, 0.0, 1.0, 0.0);
v.nostroke();
//v.Box(100);
v.shape(s);
v.popMatrix();
v.endDraw();
}
//put a texture on PShape object, 6 faces for a cube
void TexturedCube(PImage tex, PShape s, int a, int b) {
s.beginShape(QUADS);
s.texture(tex);
// +Z "front" face
s.vertex(-a, -a, a, 0, b);
s.vertex( a, -a, a, b, b);
s.vertex( a, a, a, b, 0);
s.vertex(-a, a, a, 0, 0);
// -Z "back" face
s.vertex( a, -a, -a, 0, 0);
s.vertex(-a, -a, -a, b, 0);
s.vertex(-a, a, -a, b, b);
s.vertex( a, a, -a, 0, b);
// +Y "bottom" face
s.vertex(-a, a, a, 0, 0);
s.vertex( a, a, a, b, 0);
s.vertex( a, a, -a, b, b);
s.vertex(-a, a, -a, 0, b);
// -Y "top" face
s.vertex(-a, -a, -a, 0, 0);
s.vertex( a, -a, -a, b, 0);
s.vertex( a, -a, a, b, b);
s.vertex(-a, -a, a, 0, b);
// +X "right" face
s.vertex( a, -a, a, 0, 0);
s.vertex( a, -a, -a, b, 0);
s.vertex( a, a, -a, b, b);
s.vertex( a, a, a, 0, b);
// -X "left" face
s.vertex(-a, -a, -a, 0, 0);
s.vertex(-a, -a, a, b, 0);
s.vertex(-a, a, a, b, b);
s.vertex(-a, a, -a, 0, b);
s.endShape();
}
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