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importing new object into

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Hello there i was playing in Processing2 and found a example that would look very cool with one of my friends objects files but i dont see a tutorial about merging code because the other code or example i would have to merge would have to be the one that allows me to import a object file into Processing2 and altho it looks simple i got several errors when i try to run and then when it did ran after i changed things around i got the normal example to run but the obj imported did not show up but i can tell that it is in there because the example was running a little laggy then before i started to mergea little pointer would go along way fellows.

now i included below the normal example found in Processing, what im asking if someone can tell me where i should be copying and pasting the example that lets me import object files which i think is under OBJloader?

import saito.objloader.*;

OBJModel model ;

float rotX, rotY;

void setup()
{
    size(800, 600, P3D);
    frameRate(30);
    model = new OBJModel(this, "dma.obj", "absolute", TRIANGLES);
    model.enableDebug();
    model.scale(20);
    model.translateToCenter();
    stroke(255);
    noStroke();
}

void draw()
{
    background(129);
    lights();
    pushMatrix();
    translate(width/2, height/2, 0);
    rotateX(rotY);
    rotateY(rotX);
    model.draw();
    popMatrix();
}

and here is the other one i would like to merge this top one to the one in the bottom

void setup()
{
  size(1800, 900, P3D);
  cursor(CROSS);
  terrain = new Terrain(this, 60, terrainSize, horizon);
  terrain.usePerlinNoiseMap(0, 40, 0.15f, 0.15f);
  terrain.setTexture("grass2.jpg", 4);
  terrain.tag = "Ground";
  terrain.tagNo = -1;
  terrain.drawMode(S3D.TEXTURE);
  skybox = new Box(this, 1000, 500, 1000);
  skybox.setTexture("back.jpg", Box.FRONT);
  skybox.setTexture("front.jpg", Box.BACK);
  skybox.setTexture("left.jpg", Box.LEFT);
  skybox.setTexture("right.jpg", Box.RIGHT);
  skybox.setTexture("sky.jpg", Box.TOP);
  skybox.visible(false, Box.BOTTOM);
  skybox.drawMode(S3D.TEXTURE);
  skybox.tag = "Skybox";
  skybox.tagNo = -1;

  nbrDroids = 16;
  droids = new Cone[nbrDroids];
  droidDirs = new PVector[nbrDroids];
  for (int i = 0; i < nbrDroids; i++)
  {
    droids[i] = new Cone(this, 10);
    droids[i].setSize(5, 5, -20);
    droids[i].moveTo(getRandomPosOnTerrain(terrain, terrainSize, 50));
    droids[i].tagNo = 100;
    droids[i].fill(color(random(128, 255), random(128, 255), random(128, 255)));
    droids[i].drawMode(S3D.SOLID);
    droidDirs[i] = getRandomVelocity(random(15, 25));
    terrain.addShape(droids[i]);
  }
  obelisk = new Ellipsoid(this, 4, 20);
  obelisk.setRadius(5, 30, 5);
  obelisk.moveTo(getRandomPosOnTerrain(terrain, terrainSize, 28));
  obelisk.fill(color(0, 255, 0));
  obelisk.tag = "Globe";
  obelisk.tagNo = 1;
  obelisk.setTexture(textures[1]);
  obelisk.drawMode(S3D.TEXTURE);
  tube = new Tube(this, 10, 30);
  tube.setSize(3, 10, 6, 6, 20);
  tube.moveTo(getRandomPosOnTerrain(terrain, terrainSize, 15.5));
  tube.tagNo = 0;
  tube.setTexture(textures[1]);
  tube.drawMode(S3D.TEXTURE);
  tube.fill(color(255, 0, 0), Tube.S_CAP);
  tube.fill(color(0, 255, 0), Tube.E_CAP);
  tube.drawMode(S3D.SOLID, Tube.BOTH_CAP);
  camSpeed = 0;
  cam = new TerrainCam(this);
  cam.adjustToTerrain(terrain, Terrain.WRAP, camHoversAt);
  cam.camera();
  cam.speed(camSpeed);
  cam.forward.set(cam.lookDir());
  terrain.cam = cam;  // Tell the terrain what camera to use
  time = millis();
}

and this is the loop

void draw()
{
  background(0);
  // Get elapsed time
  long t = millis() - time;
  time = millis();

  update(t/1000.0);  // Update shapes on terrain
  if (mousePressed)   // Update camera speed and direction
    processMousePressed();
  if (keyPressed)
    processKeyPressed(t);
  if (clicked)  // Clicked on artefact?
    processMouseClick();
  cam.move(t/250.0);  //1000
  // Calculate amount of movement based on velocity and time
  // Adjust the cameras position so we are over the terrain
  // at the given height.
  cam.adjustToTerrain(terrain, Terrain.WRAP, camHoversAt);
  // Set the camera view before drawing
  cam.camera();
  obelisk.draw();
  tube.draw();
  terrain.draw();
  // Get rid of directional lights so skybox is evenly lit.
  skybox.moveTo(cam.eye().x, 0, cam.eye().z);
  skybox.draw();
}

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