ソスuソスIソス[ソスソスソスfソスfソスv
ソスdソスソスソスソスソスソスソス}ソスソスソスソスソスソスソスソスソスソスソスヒ宏ソスソスソスソスソスソスヤ滂ソスソスソスLソスソス
ソスソスソスソスソスHソスネ托ソスwソスRソスソスソスソスソスfソスBソスAソスfソスUソスCソスソスソスソスソスソスソスソス
IMAGINEソス@ソスvソスソスソスOソスソスソス~ソスソスソスOソスソスソスSソスソス4ソスlソスソスソスソスソスソスソスソスuソスIソス[ソスソスソスfソスfソスvソスニゑソスソスソスソスソスihttp://gryng.blog87.fc2.com/blog-entry-15.html
http://456.im/wp/download/bbosc/
ソスSソスJソスソスソスノゑソスソスソスソスソスフ重ソスソス0-10000ソスノスソスPソス[ソスソスソスソスソスト托ソスソスMソスソスソストゑソスソスソスワゑソスソスB
ソスEソスソスAソスEソスソスソスAソスソスソスソスAソスソスソスソスソスフ4ソスJソスソスソスフ値ソスソスソスソスソスソスソスワゑソスソスソスソスAソスソスソスフままでは使ソスソスソスノゑソスソスソスソスフゑソスXソスソスYソスフ2ソスlソスノ変奇ソスソスソスソスワゑソスソスBソスiソスソスソスフスソスソスソスCソスhソスj
ソスyソスIソス[ソスソスソスフ描ソスソスz
ソスlソスフ輪郭ソスノゑソスソスソスソスト鯉ソスソスソスソスoソスソスソスdソスSソスフ擾ソスソスソスソスソスソスソスParticleソスフ色ソスソスソスソスソス゚て、ソスlソスフ趣ソスソスソスノ費ソスホゑソスソスソスソスフ難ソスツゑソスgソスン搾ソスソスせソストオソス[ソスソスソスフ描ソスソスニゑソスソストゑソスソスワゑソスソスB
ソスyソスIソス[ソスソスソスフ診ソスfソスzソスlソスフ重ソスSソスヘ擾ソスノ難ソスソスソスソストゑソスソスソスフで、ソスソスソスフ人ソスフ重ソスSソスフ標ソスソスソスソスソスソスソス゚まゑソスソスB
ソスソスソスbソスフ費ソスソス闔橸ソスヤゑソスンゑソスソスト、ソスdソスSソスフ位置ソス足ゑソスソスト包ソスソスマゑソスソスoソスソスソスワゑソスソスソスソスB
ソスソスソスマの位置ソスソスソスOソスノゑソスソス驍ゥソスソスソスノゑソスソス驍ゥソスAソスEソスノゑソスソス驍ゥソスソスソスノゑソスソス驍ゥソスニゑソスソスソスソスソスソスソスソスソスソスナゑソスソスソスソスワゑソスソスノ色ソスソスソスソスソス゚、XソスソスYソスフ奇ソスソスソスソスネどで費ソスソスソスソスノ色ソスソスマゑソスソストまゑソスソスBソスソスソスニ再鯉ソスソスソスソスフゑソスソスソスIソス[ソスソスソスfソスfソスフ趣ソスソスソス
ソスoソスソスソスソスソスXWiiソス{ソス[ソスhソスソスソス逑セソスソスソスソスソスソスヘゑソスソスニ繊ソスラなので、ソスソスソスマゑソスソスoソスソスソスソスソスヤゑソスンゑソスソス驍アソスニで再鯉ソスソスソスソスソスソスソスソス゚まゑソスソスソスソスB
ソスソスソスソスソスフオソス[ソスソスソスソスソスソスソストゑソスソスソスニゑソスソスノ、ソスフ重ソスソスソスヌゑソスソス轤ゥソスノゑソスソスソスソスツづゑソスソスソスニ色ソスソスソスソスソスじソスソスマ会ソスソスソスソスワゑソスソスBソスソスソスソスソスソスソスソスソスナまゑソスソスBソスヘゑソスソスソスソス゚ゑソスニオソス[ソスソスソスソスソス蛯ォソスソスソスネゑソスソストゑソスンゑソスソスソスソスナ楽ソスソスソスソスソスI
ソスソスソスソスソスヨゑソスネ具ソスソスソスソスソスソスソスソスソスソストゑソスソスAソスuソスIソス[ソスソスソスvソスニゑソスソスソスソスBソスソスソスネ鯉ソスソスtソスソスソス差ソスソスソスzソスソスソスソスソストゑソスソスソスワゑソスソスB
ソスyソスソスJソスソスソスソスソスニゑソスソスソスzソスソスヤ具ソスJソスソスソスソスソスニゑソスソスがソスAソスJソスソスソスソスソスナ人ソスフ輪郭ソスソスソスニる部ソスソスソスソスソスソスソスソスソスフで、ソス{ソスフ趣ソス|ソスニは外ソスソストゑソスソスワゑソスソスワゑソスソスiソスホ)Wiiソス{ソス[ソスhソスソスソスソスナの具ソスJソスヘ色ソスソスソスソスソス゚るたソス゚のアソスソスソスSソスソスソスYソスソスソスナゑソスソスBソスソスソスマゑソスソスソスソス謔、ソスノゑソスソス驍アソスニで簡単ソスノクソスソスソスAソスナゑソスソスソスソスソスソスソスソスソスフでゑソスソスソスソスcソスB
ソスyソスソスソスpソスソスソスソスソスソスソスCソスuソスソスソスソスソスzoscP5 BBOSCソスニの連ソスgJMyronソスJソスソスソスソスソスフ暦ソスソスpソスニ擾ソスソスソスソスwソスiソスソスソスソスソス@ソスナ人ソスニ背ソスiソス分ゑソスソスソスblobDetectionソスlソスフ輪郭ソスソスソスニるたソス゚に使ソスp
ソスyyoutubeソスzhttp://www.youtube.com/watch?v=3pL3ObUwoA8
import oscP5.*;
/* ソスIソスuソスWソスFソスNソスgソスフ読み搾ソスソスソス
------------------------------*/
OscP5 oscP5; //OscP5ソスIソスuソスWソスFソスNソスgソスソスソスQソスニゑソスソスソスマ撰ソスソスフ宣言
/* ソスソスソスソスソスニ使ソスソスソストゑソスソスソスソスマ撰ソスソスソスン抵ソス
------------------------------*/
//WiiFit
/*ソスdソスSソスフ位置ソス判別ゑソスソス驍スソス゚の趣ソスソスソス(ソスtソスソスソス[ソスソス)ソスソスソスソスソス驍スソス゚ゑソスintソス^ソスフ変撰ソスtソスソス骭セ*/
int t = 100;
/*ソスdソスSソスフ位置ソスソスソス謫セソスソスソス驍スソス゚ゑソス閾値ソスソスソスソスソス驍スソス゚ゑソスintソス^ソスフ変撰ソスthresholdソスソス骭セ*/
int threshold = 4000;
/*閾値ソス超ゑソスソスソスソスロのカソスEソスソスソスgソスソスソスソスソス驍スソス゚ゑソスintソス^ソスフ配ソスソスcソスソス骭セ*/
int [] c;
int [] balanceData;
float wbx, wby = 0.0;
int ac = 100;
int aspeed = 10;
/*--------------------------------------------------*
setup (ソスナ擾ソスソスノ1ソスだゑソスソスソスソスsソスソスソスソスソス)
*--------------------------------------------------*/
void setup(){
//ソスソスソスネ擾ソスソスハゑソスフ奇ソス{ソスン抵ソス
background(0); //ソスwソスiソスヘ搾ソス
frameRate(30);
size(320, 240);
smooth();
//WiiFit
oscP5 = new OscP5(this, 9000);ソス@//OSCソスfソス[ソス^ソスソスソスけ趣ソスソス|ソス[ソスgソスヤ搾ソスソスソスン定すソスソス
c = new int[4];
balanceData = new int[4];ソス@//WiiFitソスソスソスソスフデソス[ソス^ソスソスソスSソスモ擾ソスソスソスソスiソス[ソスソスソスソス
}
/*--------------------------------------------------*
draw
*--------------------------------------------------*/
void draw(){
ソスiソスソスソスソスソスj
}
/*--------------------------------------------------*
WiiFit
*--------------------------------------------------*/
/* oscソスソスソスbソスZソス[ソスWソスソスソスソスMソスソスソスソス*/
void oscEvent(OscMessage theOscMessage){
//Wii balance boardソスフ値ソスソスソスソスソス驍スソス゚ゑソスintソス^ソスフ配ソスソスbalanceDataソスソス骭セ
//ソスzソスソスフ番搾ソスソスニ上下ソスソスソスEソスフセソスソスソスTソス[ソスフ対会ソスソスヨ係ソスヘ、
//0:ソスEソスソスA1:ソスEソスソスソスA2:ソスソスソスソスA3:ソスソスソスソス
if(theOscMessage.checkAddrPattern("/data")==true){
if(theOscMessage.checkTypetag("iiii")) {
for(int i =0;i <4;i++){
/*OscソスフソスソスbソスZソス[ソスWソスソスbalanceDataソスノ格ソス[ソスソスソスソス*/
balanceData[i] = theOscMessage.get(i).intValue();
}
}
}
}
/*--------------------------------------------------*
draw
*--------------------------------------------------*/
void draw(){
commonAction();
switch(step){
case 0:
checkAura();
break;
case 1:
drawAura();
break;
case 2:
standby();
break;
}
}
ソスiソスソスソスソスソスj
/*--------------------------------------------------*
check aura
*--------------------------------------------------*/
void checkAura(){
//ソスメゑソスソスけ会ソスハ表ソスソス
image(checkImg, 0, 0);
//200ソスtソスソスソス[ソスソスソスフ間包ソスソスマ値ソスソスソスoソスソスソスソスソス゚に体重ソス足ゑソス
if( checkCnt < 200 ){
checkCnt ++;
perSum[0] += balanceData[0];
perSum[1] += balanceData[1];
perSum[2] += balanceData[2];
perSum[3] += balanceData[3];
}
if( checkCnt == 200 ){
perXY();
colorSet();
step = 1;
checkCnt = 0;
//ソスpソス[ソスeソスBソスNソスソス
for(int i=0;i<pNum;i++){
p[i].reset(i);
}
}
//ソスメゑソスソスけフソスソスソスbソスO
if( balanceData[0]<150 && balanceData[1]<150 && balanceData[2]<150 && \
balanceData[3]<150 ){
checkCnt = 0;
step = 2;
}
}
ソスiソスソスソスソスソスj
void colorSet(){
println(perSum);
if( perSum[0]+perSum[2] > perSum[1]+perSum[3] ){
percc[0] = 225 + (30 * (perSum[0]+perSum[2])/2 / \
(perSum[0]+perSum[1]+perSum[2]+perSum[3]));
if( perSum[0]+perSum[1] > perSum[2]+perSum[3] ){
percc[1] = 150 * perSum[3] / (perSum[0]+perSum[1]+perSum[2]);
percc[2] = 255 * perSum[1] / (perSum[0]+perSum[3]+perSum[2]);
} else {
percc[1] = 255 * perSum[3] / (perSum[0]+perSum[1]+perSum[2]);
percc[2] = 150 * perSum[1] / (perSum[0]+perSum[3]+perSum[2]);
}
} else if( perSum[3] > perSum[1] ){
percc[1] = 225 + (30 * perSum[3] / \
(perSum[0]+perSum[1]+perSum[2]+perSum[3]));
if( (perSum[0]+perSum[2])/2 > perSum[1] ){
percc[0] = 255 * (perSum[0]+perSum[2])/2 / \
((perSum[0]+perSum[2])/2+perSum[1]+perSum[3]);
percc[2] = 150 * perSum[1] / (perSum[0]+perSum[3]+perSum[2]);
} else {
percc[0] = 150 * (perSum[0]+perSum[2])/2 / \
((perSum[0]+perSum[2])/2+perSum[1]+perSum[3]);
percc[2] = 255 * perSum[1] / (perSum[0]+perSum[3]+perSum[2]);
}
} else {
percc[2] = 225 + (30 * perSum[1] / \
(perSum[0]+perSum[1]+perSum[2]+perSum[3]));
if( (perSum[0]+perSum[2])/2 > perSum[3] ){
percc[0] = 255 * (perSum[0]+perSum[2])/2 / \
((perSum[0]+perSum[2])/2+perSum[1]+perSum[3]);
percc[1] = 150 * perSum[3] / (perSum[0]+perSum[1]+perSum[2]);
} else {
percc[0] = 150 * (perSum[0]+perSum[2])/2 / \
((perSum[0]+perSum[2])/2+perSum[1]+perSum[3]);
percc[1] = 255 * perSum[3] / (perSum[0]+perSum[1]+perSum[2]);
}
}
cc[0] = percc[0];
cc[1] = percc[1];
cc[2] = percc[2];
println("color:");
println(cc);
}
VRソスEソスソスソス^ソスoソス[ソスXソスニゑソスソスソスソスホ「SecondLifeソスvソスナゑソスソスソスソスAGlovePIEソスソスソスgソスソスソスホ、WiiRemoteソスナ托ソスソスすソス驍アソスニゑソスソスツ能ソスノなゑソスワゑソスソスBソスIソスソスソスWソスiソスソスソスヘ「Google Earthソスvソスソスソスxソス[ソスXソスノ、ソスソスsソスソスwソスソスソスソスソスフ渡邉英ソスソスソス謳カソスソスソス成ソスソスソストゑソスソスソスワゑソスソスソスソスフで紹介しソスワゑソスソスB
//Calibrate your Wiimote!
//Place the Wiimote face up on a flat surface. Change these values until \
the
//debug line next to the run button shows zero for each axis.
var.xtrim = -7
var.ytrim = -20
var.ztrim = -4
//Set your Wiimote LEDs to your liking. Binary value, 1-15
Wiimote.Leds = 1
//Key Map
Mouse.LeftButton = Wiimote.A
Keyboard.ESC = Wiimote.Home
Keyboard.ESC = Wiimote.One
Keyboard.Up = Wiimote.Up
Keyboard.Down = Wiimote.Down
Keyboard.Left = Wiimote.Left
Keyboard.Right = Wiimote.Right
//Keyboard.F = Wiimote.Home
Keyboard.E = Wiimote.Plus
Keyboard.C = Wiimote.Minus
//Forward, Back, Up and Down
if Wiimote.B & Wiimote.Up Then
KeyBoard.Up = False
Keyboard.E = True
Wait 600ms
Keyboard.E = False
endif
if Wiimote.B & Wiimote.Down Then
KeyBoard.Down = False
Keyboard.C = True
Wait 600ms
Keyboard.C = False
endif
var.accx = Wiimote.RawForceX + var.xtrim
var.accy = Wiimote.RawForceY + var.ytrim
var.accz = Wiimote.RawForceZ + var.ztrim
// My best IR
Mouse Script, with 5DOF Tracking
// By Carl Kenner
// Change these values:
var.SensorBarSeparation = 7.5 inches // distance between middles of
two sensor bar dots
var.NoYawAllowed = true // Calculates X if no yaw is allowed,
otherwise calculates Yaw but not X
var.IRMulX = 1.2
var.IRMulY = 1.2
var.IROffsetX = 0 // add to mouse.x
var.IROffsetY = 0 // add to mouse.y
var.IRLeftButton = Wiimote.A
var.IRRightButton = Wiimote.B
// Compensate for roll
var.c = cos(Smooth(wiimote.roll, 10))
var.s = sin(Smooth(wiimote.roll, 10))
if wiimote.dot1vis then
var.dot1x = var.c*(511.5-wiimote.dot1x)/511.5 -
var.s*(wiimote.dot1y-383.5)/511.5
var.dot1y = var.s*(511.5-wiimote.dot1x)/511.5 +
var.c*(wiimote.dot1y-383.5)/511.5
end if
if wiimote.dot2vis then
var.dot2x = var.c*(511.5-wiimote.dot2x)/511.5 -
var.s*(wiimote.dot2y-383.5)/511.5
var.dot2y = var.s*(511.5-wiimote.dot2x)/511.5 +
var.c*(wiimote.dot2y-383.5)/511.5
end if
// if both dots are visible check which is which and how far apart
if wiimote.dot1vis and wiimote.dot2vis then
if var.dot1x <= var.dot2x then
var.leftdot = 1
var.dotdeltay = var.dot2y - var.dot1y
else
var.leftdot = 2
var.dotdeltay = var.dot1y - var.dot2y
end if
var.dotdeltax = abs(var.dot1x-var.dot2x)
var.DotSep = hypot(var.dotdeltax, var.dotdeltay) * 511.5
var.IRDistance = var.SensorBarSeparation * 1320 / var.DotSep
end if
// sort out the position of the left and right dots
if var.leftdot = 1 then
if wiimote.dot1vis and wiimote.dot2vis then
var.LeftDotX = var.dot1x
var.LeftDotY = var.dot1y
var.LeftDotVis = true
var.RightDotX = var.dot2x
var.RightDotY = var.dot2y
var.RightDotVis = true
else if wiimote.dot1vis then
if hypot(var.leftdotx-var.dot1x,var.leftdoty-var.dot1y) <=
hypot(var.rightdotx-var.dot1x,var.rightdoty-var.dot1y) then
// is the real dot 1
var.LeftDotX = var.dot1x
var.LeftDotY = var.dot1y
var.RightDotX = var.dot1x + var.dotdeltax
var.RightDotY = var.dot1y + var.dotdeltay
var.LeftDotVis = true
var.RightDotVis = false
else
// was originally dot 2, but now called dot 1.
var.leftdot = 2 // this dot (1) is actually the right dot
var.LeftDotX = var.dot1x - var.dotdeltax
var.LeftDotY = var.dot1y - var.dotdeltay
var.RightDotX = var.dot1x
var.RightDotY = var.dot1y
var.RightDotVis = true
var.LeftDotVis = false
end if
else if wiimote.dot2vis then
var.LeftDotX = var.dot2x - var.dotdeltax
var.LeftDotY = var.dot2y - var.dotdeltay
var.RightDotX = var.dot2x
var.RightDotY = var.dot2y
var.RightDotVis = true
var.LeftDotVis = false
end if
else if var.leftdot = 2 then
if wiimote.dot1vis and wiimote.dot2vis then
var.LeftDotX = var.dot2x
var.LeftDotY = var.dot2y
var.LeftDotVis = true
var.RightDotX = var.dot1x
var.RightDotY = var.dot1y
var.RightDotVis = true
else if wiimote.dot1vis then
if hypot(var.leftdotx-var.dot1x,var.leftdoty-var.dot1y) <=
hypot(var.rightdotx-var.dot1x,var.rightdoty-var.dot1y) then
var.leftdot = 1 // dot 1 is now the left dot
var.LeftDotX = var.dot1x
var.LeftDotY = var.dot1y
var.RightDotX = var.dot1x + var.dotdeltax
var.RightDotY = var.dot1y + var.dotdeltay
var.LeftDotVis = true
var.RightDotVis = false
else
// the real dot 1 (on the right)
var.LeftDotX = var.dot1x - var.dotdeltax
var.LeftDotY = var.dot1y - var.dotdeltay
var.RightDotX = var.dot1x
var.RightDotY = var.dot1y
var.RightDotVis = true
var.LeftDotVis = false
end if
else if wiimote.dot2vis then
var.RightDotX = var.dot2x + var.dotdeltax
var.RightDotY = var.dot2y + var.dotdeltay
var.LeftDotX = var.dot2x
var.LeftDotY = var.dot2y
var.LeftDotVis = true
var.RightDotVis = false
end if
else
var.LeftDotX = var.dot1x
var.LeftDotY = var.dot1y
var.RightDotX = var.LeftDotX
var.RightDotY = var.LeftDotY
var.LeftDotVis = true
var.RightDotVis = true
end if
// Find the imaginary middle dot
var.MiddleDotX = (var.leftdotx + var.rightdotx)/2
var.MiddleDotY = (var.leftdoty + var.rightdoty)/2
var.MiddleDotVis = wiimote.dot1vis or wiimote.dot2vis
if var.MiddleDotVis then
var.TotalPitch = atan2(511.5*var.MiddleDotY,1320) + Wiimote.Pitch
var.DotYaw = atan2(-511.5*var.MiddleDotX,1320) // assume yaw is 0
var.WiimoteYawNoX = atan2(511.5*var.MiddleDotX,1320)
var.WiimoteXNoYaw = -sin(var.dotyaw)*var.IRDistance
var.WiimoteY = -sin(var.totalpitch)*var.IRDistance
var.WiimoteZ = (-sqrt(sqr(var.IRDistance) -
sqr(var.WiimoteY)))*var.IRDistance/RemoveUnits(var.IRDistance)
end if
// scale it to the screen range 0 to 1
var.IRx = var.IRMulX*var.middledotx/2 + 0.5
var.IRy = var.IRMulY*var.middledoty*1023/767/2 + 0.5
var.IRvis = wiimote.dot1vis or wiimote.dot2vis
var.IROnScreen = 0 <= var.IRx <= 1 and 0 <= var.IRy <= 1
// is it off the screen?
var.IRTooFarLeft = var.IRx < 0 or (var.IRx < 0.1 and (not var.IRvis))
var.IRTooFarRight = var.IRx > 1 or (var.IRx > 1-0.1 and (not var.IRvis))
var.IRTooFarUp = var.IRy < 0 or (var.IRy < 0.1 and (not var.IRvis))
var.IRTooFarDown = var.IRy > 1 or (var.IRy > 1-0.1 and (not var.IRvis))
// Heavily smooth small movements, but do zero lag for quick movements
var.MoveAmount = 1024*hypot(delta(var.IRx), delta(var.IRy))
if smooth(var.MoveAmount) > 12 then
var.SmoothX = var.IRx
var.SmoothY = var.IRy
var.LastSureFrame = PIE.Frame
else if (PIE.frame-var.LastSureFrame) > 18 then
var.SmoothX = Smooth(var.IRx, 18, 4/1024)
var.SmoothY = Smooth(var.IRy, 18, 4/1024)
else if (PIE.frame-var.LastSureFrame) > 14 then
var.SmoothX = Smooth(var.IRx, 14, 4/1024)
var.SmoothY = Smooth(var.IRy, 14, 4/1024)
else if (PIE.frame-var.LastSureFrame) > 10 then
var.SmoothX = Smooth(var.IRx, 10, 4/1024)
var.SmoothY = Smooth(var.IRy, 10, 4/1024)
else if (PIE.frame-var.LastSureFrame) > 6 then
var.SmoothX = Smooth(var.IRx, 6, 4/1024)
var.SmoothY = Smooth(var.IRy, 6, 4/1024)
else if (PIE.frame-var.LastSureFrame) > 2 then
var.SmoothX = Smooth(var.IRx, 2, 4/1024)
var.SmoothY = Smooth(var.IRy, 2, 4/1024)
end if
// Freeze the mouse cursor while they start pressing the button
// otherwise it will make the cursor jump
var.Freeze = (var.IRLeftButton or var.IRRightButton) and
KeepDown(pressed(var.IRLeftButton) or pressed(var.IRRightButton),
600ms)
// Only change the mouse position if pointing at the screen
// otherwise they can still use a real mouse
if var.IRvis and (not var.Freeze) then
mouse.x = var.SmoothX
mouse.y = var.SmoothY
end if
// delay the buttons slightly so we have time to freeze the cursor (is
that needed?)
//mouse.LeftButton = var.IRLeftButton and (not
KeepDown(pressed(var.IRLeftButton), 40ms))
//mouse.RightButton = var.IRRightButton and (not
KeepDown(pressed(var.IRRightButton), 40ms))
// display 6DOF data
if var.NoYawAllowed then
debug = 'X: '+var.WiimoteXNoYaw+', Y: '+var.WiimoteY+', Z:
'+var.WiimoteZ+', Yaw: 0, Pitch: '+Wiimote.Pitch+', Roll:
'+Wiimote.Roll
else
debug = 'X: 0, Y: '+var.WiimoteY+', Z: '+var.WiimoteZ+', Yaw:
'+var.WiimoteYawNoX+', Pitch: '+Wiimote.Pitch+', Roll:
'+Wiimote.Roll
endif
//Debug
if Wiimote.Up
var.Button = "Up"
elseif Wiimote.Down
var.Button = "Down"
elseif wiimote.Left
var.Button = "Left"
else if wiimote.Right
var.Button = "Right"
elseif wiimote.A and not wiimote.B
var.Button = "A"
elseif wiimote.B and not wiimote.A
var.button = "B"
elseif wiimote.A and wiimote.B
var.button = "A + B"
elseif wiimote.Home
var.button = "Home"
elseif wiimote.Plus
var.button = "Plus"
elseif wiimote.Minus
var.button = "Minus"
else
var.button = ""
endif
debug = "x:" + var.accx + ", y:" + var.accy + ", z:" + var.accz + " "
+ var.Button