Example #1
0
    public void wallCollisions() {

      // x
      if (x > (bounds.x / 2)) {
        velocity.x *= -1;
        //      velocity.x *= damping;
      }

      if (x < -(bounds.x / 2)) {
        velocity.x *= -1;
        //      velocity.x *= damping;
      }

      // y
      if (g) {
        velocity.y += gravity;
        if (y > bounds.y / 2) {
          velocity.y *= -0.95f;
          y = bounds.y / 2;
        }
      } else {
        if (y > (bounds.y / 2)) {
          velocity.y *= -1;
          velocity.y *= damping;
        }

        if (y < -(bounds.y / 2)) {
          velocity.y *= -1;
          velocity.y *= damping;
        }
      }

      // z
      if (z > (bounds.z / 2)) {
        velocity.z *= -1;
        //      velocity.z *= damping;
      }

      if (z < -(bounds.z / 2)) {
        velocity.z *= -1;
        //      velocity.z *= damping;
      }
    }
Example #2
0
    public PVector getSmoothedVelocity() {

      PVector total = new PVector(0, 0, 0);
      for (int i = 0; i < buffer.length; i++) {
        total.x += buffer[i].x;
        total.y += buffer[i].y;
        total.z += buffer[i].z;
      }

      PVector smthd =
          new PVector(total.x / buffer.length, total.y / buffer.length, total.z / buffer.length);
      return smthd;
    }
Example #3
0
    public void updateAll(PVector newPos) {
      // update current joint position
      currentPos = newPos;
      // map velocity to depth image size - I can't find how to get the depth of this context
      velocity.x = map(newPos.x - prevPos.x, -context.depthWidth(), context.depthWidth(), -1, 1);
      velocity.y = map(newPos.y - prevPos.y, -context.depthHeight(), context.depthHeight(), -1, 1);
      velocity.z = newPos.z - prevPos.z;

      // overwrite the circular buffer
      buffer[bufferIndex] = velocity;
      // and incrememnt the buffer index
      bufferIndex++;
      if (bufferIndex >= buffer.length) {
        bufferIndex = 0;
      }
      prevPos = newPos;
      smoothedVelocity = getSmoothedVelocity();
    }