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http://akihiko.shirai.as/projects/WiiRemote/

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http://456.im/wp/download/bbosc/

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BBOSC.png
IMG_4750.JPG
IMG_4757.JPG
list.png
P1040055.JPG
P1070530.JPG
P1070559.JPG
ss101310167.png
ss1013124318.png
ss103820.png
ss104743.png
ss13496.png
ss16422.png
ss9_3.png
connect
import oscP5.*;


/* �I�u�W�F�N�g�̓ǂݍ���
------------------------------*/
OscP5 oscP5;  //OscP5�I�u�W�F�N�g���Q�Ƃ���ϐ��̐錾


/* �����Ǝg���Ă����ϐ���ݒ�
------------------------------*/
//WiiFit
/*�d�S�̈ʒu�𔻕ʂ��邽�߂̎���(�t���[��)�����邽�߂�int�^�̕ϐ�t��錾*/
int t = 100;
/*�d�S�̈ʒu���擾���邽�߂�臒l�����邽�߂�int�^�̕ϐ�threshold��錾*/
int threshold = 4000;
/*臒l�𒴂����ۂ̃J�E���g�����邽�߂�int�^�̔z��c��錾*/
int [] c;
int [] balanceData;
float wbx, wby = 0.0;
int ac = 100;
int aspeed = 10;


/*--------------------------------------------------*
  setup (�ŏ��ɂP�񂾂����s�����)
 *--------------------------------------------------*/
void setup(){
  //���ȏ��ʂ�̊�{�ݒ�
  background(0);           //�w�i�͍�
  frameRate(30);
  size(320, 240);
  smooth();
  
  //WiiFit
  oscP5 = new OscP5(this, 9000);�@//OSC�f�[�^���󂯎��|�[�g�ԍ���ݒ肷��
  c = new int[4];
  balanceData = new int[4];�@//WiiFit����̃f�[�^���S�ӏ����i�[����
 }


 /*--------------------------------------------------*
  draw
 *--------------------------------------------------*/
void draw(){
�i�����j
}


 /*--------------------------------------------------*
  WiiFit
 *--------------------------------------------------*/
/* osc���b�Z�[�W����M����*/
void oscEvent(OscMessage theOscMessage){
//Wii balance board�̒l�����邽�߂�int�^�̔z��balanceData��錾
//�z��̔ԍ��Ə㉺���E�̃Z���T�[�̑Ή��֌W�́A
//0:�E��A1:�E���A2:����A3:����
  if(theOscMessage.checkAddrPattern("/data")==true){
    if(theOscMessage.checkTypetag("iiii")) {
      for(int i =0;i <4;i++){
        /*Osc�̃��b�Z�[�W��balanceData�Ɋi�[����*/
        balanceData[i] = theOscMessage.get(i).intValue();
      }
    }
  }
}
aura_check
/*--------------------------------------------------*
  draw
 *--------------------------------------------------*/
void draw(){
  
  commonAction();
  
  switch(step){
    
    case 0:
      checkAura();
      break;
      
    case 1:
      drawAura();
      break;
      
    case 2:
      standby();
      break;
  }

}

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/*--------------------------------------------------*
  check aura
 *--------------------------------------------------*/
void checkAura(){
  
  //�҂��󂯉�ʕ\��
  image(checkImg, 0, 0);
  
  //200�t���[���̊ԕ��ϒl���o�����߂ɑ̏d�𑫂�
  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;
   
    //�p�[�e�B�N��
    for(int i=0;i<pNum;i++){
      p[i].reset(i);
    }
    
  }
  
  //�҂��󂯃t���b�O
if( balanceData[0]<150 && balanceData[1]<150 && balanceData[2]<150 && \
    balanceData[3]<150 ){
    checkCnt = 0;
    step = 2;
  }
  
}

�i�����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);

}

��SecondLife��WiiRemote�ő��삷��

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//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