Could not register dispose + () for processing.serial.serial@94cb8b PLEASE HELP ME ALL...
in
Integration and Hardware
•
22 days ago
import processing.opengl.*;
import SimpleOpenNI.*;
SimpleOpenNI kinect;
import processing.serial.*;
import cc.arduino.*;
Arduino arduino;
Serial myPort;
int servo1pin = 11;
int servo2pin = 10;
int servo3pin = 9;
PVector pointer = new PVector();
PVector [] path = new PVector[100]; //we're declaring array of 100 points
float zoomF = 0.3f;
float rotX = radians(180);
float rotY = radians(0);
float zCutOffDepth = 750;
float tableRotation = -1.0;
void setup()
{
size(1024, 768, OPENGL);
kinect = new SimpleOpenNI(this);
kinect.setMirror(false);
// disable mirror
kinect.enableDepth();
// enable depthMap generation
perspective(95, float(width)/float(height), 10, 150000);
arduino = new Arduino(this, Arduino.list()[0], 57600);
arduino.pinMode(servo1pin, Arduino.OUTPUT);
arduino.pinMode(servo2pin, Arduino.OUTPUT);
arduino.pinMode(servo3pin, Arduino.OUTPUT);
//allocate memory for our path
for(int i = 0; i < 100; i++){
path[i] = new PVector();
}
}
//Within the draw() function, we will update the Kinect data, and then we will set the perspective settings using the functions rotateX(), rotateY() and scale().
void draw(){
kinect.update(); // update the cam
background(255);
translate(width/2, height/2, 0);
rotateX(rotX);
rotateY(rotY);
scale(zoomF);
// Then, we will declare and initialize the necessary variables for the drawing of the point cloud, as we have done in other projects.
int[] depthMap = kinect.depthMap(); // tip – this line will throw an error if your Kinect is not connected
int steps = 3; // to speed up the drawing, draw every third point
int index;
PVector realWorldPoint;
// We will set the rotation center of the scene for visual purposes 1000 in front of the camera, which is close to the distance from the Kinect to the center of the table.
translate(0, 0, -1000);
stroke(0);
PVector[] realWorldMap = kinect.depthMapRealWorld();
PVector newPoint = new PVector();
//To make things clearer, let’s mark a point that is in on Kinect’s z-axis (so it’s X and Y are equal to 0). This code is using realWorldMap array, which is an array of 3d coordinates of each screen point, and we’re simply choosing the one that is in the middle of the screen (hence depthWidth/2 and depthHeight/2). As we are in coordinates of Kinect, where (0,0,0) is the sensor itself, we are sampling the depth there, and placing the red cube using the function drawBox(), that we will implement later.
index = kinect.depthWidth()/2 + kinect.depthHeight()/2 * kinect.depthWidth();
float pivotDepth = 875;
fill(255,0,0);
drawBox(0, 0, pivotDepth, 50);
float maxDepth = 0;
for(int y=0; y < kinect.depthHeight(); y+=steps)
{
for(int x=0; x < kinect.depthWidth(); x+=steps)
{
index = x + y * kinect.depthWidth();
if(depthMap[index] > 0)
{
realWorldPoint = realWorldMap[index];
realWorldPoint.z -= pivotDepth;
float ss = sin(tableRotation);
float cs = cos(tableRotation);
newPoint.x = realWorldPoint.x;
newPoint.y = realWorldPoint.y*cs - realWorldPoint.z*ss;
newPoint.z = realWorldPoint.y*ss + realWorldPoint.z*cs + pivotDepth;
if ((newPoint.z > zCutOffDepth - 50) &&
(newPoint.z < zCutOffDepth) &&
(newPoint.x < 400) &&
(newPoint.x > -400) &&
(newPoint.y < 300) &&
(newPoint.y > -300)) {
point(newPoint.x, newPoint.y, newPoint.z);
if (newPoint.z>maxDepth) //store deepest point found
{
maxDepth = newPoint.z;
pointer.x = newPoint.x;
pointer.y = newPoint.y;
pointer.z = newPoint.z;
}
}
}
}
}
//let's display our pointer
fill(255,255,0); //choose yellow color
drawBox(pointer.x,pointer.y,pointer.z,50);
//following four lines will display our table area
line(-400, -300, pivotDepth, 400, -300, pivotDepth);
line(-400, 300, pivotDepth, 400, 300, pivotDepth);
line( 400, -300, pivotDepth, 400, 300, pivotDepth);
line(-400, -300, pivotDepth, -400, 300, pivotDepth);
path[frameCount % 100].x = pointer.x;
path[frameCount % 100].y = pointer.y;
//===========================
//we're drawing the robot now
//===========================
float robotX = 0;
float robotY = -300;
pushMatrix();
translate(0, 0, pivotDepth);
ellipse(robotX, robotY, 30, 30);
ellipse(pointer.x, pointer.y, 30, 30);
line(robotX, robotY, pointer.x, pointer.y);
for (int i = 0; i < 100; i++){
ellipse(path[i].x, path[i].y, 5, 5);
}
float penX = 0; //we're resetting pen coordinates
float penY = 0;
//and adding fractions of 20 last positions to them
for (int i = 0; i < 20; i++) {
penX += path[(frameCount + 100 - i) % 100].x/20.0;
penY += path[(frameCount + 100 - i) % 100].y/20.0;
}
float len = dist(robotX, robotY, penX, penY); //let's measure the length of our line
float angle = asin((penY-robotY)/len); //asin returns angle value in range of 0 to PI/2, in radians
if (penX<0) { angle = PI - angle; } // this line makes sure angle is greater than PI/2 (90 deg) when penX is negative
println("angle = " + degrees(angle)); //we're outputting angle value converted from radians to degrees
println("length = " + len);//print out the length
arc(robotX, robotY, 200, 200, 0, angle); //let's draw our angle as an arc
if (len > 450) { len = 450; }
if (len < 150) { len = 150; }
float dprime = (len - 150) / 2.0;
float a = acos(dprime / 150);
float angle3 = angle + a;
float angle2 = - a;
float angle1 = - a;
translate( robotX, robotY );
rotate(angle3);
line(0, 0, 150, 0);
translate(150, 0);
rotate(angle2);
line(0, 0, 150, 0);
translate(150, 0);
rotate(angle1);
line(0, 0, 150, 0);
translate(150, 0);
popMatrix();
arduino.analogWrite(servo1pin, 90-round(degrees(angle1*1.0))); // move servo 1
arduino.analogWrite(servo2pin, 90-round(degrees(angle2*1.0))); // move servo 2
arduino.analogWrite(servo3pin, round(degrees(angle3))); // move servo 3
// Now, we will display the value of our tableRotation
println("tableRot = " + tableRotation);
// and z cut-off depth
println("cutOffDepth = " + zCutOffDepth);
kinect.drawCamFrustum(); // draw the kinect cam
}
//Within the KeyPressed() callback function, we will add code that will react to pressing key 1 and 2, changing the values of tableRotation by small increments/decrements. We will also be listening for input from the arrow keys to change the point of view.
void keyPressed()
{
switch(key)
{
case '1':
tableRotation -= 0.05;
break;
case '2':
tableRotation += 0.05;
break;
}
switch(keyCode)
{
case LEFT:
rotY += 0.1f;
break;
case RIGHT:
// zoom out
rotY -= 0.1f;
break;
case UP:
if(keyEvent.isShiftDown())
{
zoomF += 0.02f;
}
else
{
rotX += 0.1f;
}
break;
case DOWN:
if(keyEvent.isShiftDown())
{
zoomF -= 0.02f;
if(zoomF < 0.01)
zoomF = 0.01;
}
else
{
rotX -= 0.1f;
}
break;
case '3':
zCutOffDepth -= 5;
break;
case '4':
zCutOffDepth += 5;
break;
}
}
void drawBox(float x, float y, float z, float size)
{
pushMatrix();
translate(x, y, z);
box(size);
popMatrix();
}
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