Hi,
I'm using the Wiimote through Osculator into Processing with the OSCp5 library. Can get acceleromoter and IR information through no problem - and had lots of fun playing - but have just tried to route a button press through and it doesn't seem to be working. On quickview in Osculator, I can see that the button works - produces a value of either 1.0 or 0.0 as one would expect, but I can't seem to bring that information into Processing properly - what am I doing wrong?!
Here is the code:
I'm using the Wiimote through Osculator into Processing with the OSCp5 library. Can get acceleromoter and IR information through no problem - and had lots of fun playing - but have just tried to route a button press through and it doesn't seem to be working. On quickview in Osculator, I can see that the button works - produces a value of either 1.0 or 0.0 as one would expect, but I can't seem to bring that information into Processing properly - what am I doing wrong?!
Here is the code:
Code:
import processing.opengl.*; import oscP5.*; import netP5.*; float x; float y; OscP5 osc; void setup() { size(400, 400, OPENGL); osc = new OscP5(this,9000); osc.plug(this,"pry","/wii/1/accel/pry"); osc.plug(this,"pitch","/wii/1/accel/pry/0"); osc.plug(this, "ir1", "/wii/1/ir/xys/1"); osc.plug(this, "ir2", "/wii/1/ir/xys/2"); osc.plug(this, "trigg", "/wii/1/button/B"); background(255); smooth(); fill(0); stroke(0); } float pitch; float roll; float yaw; float ir1x; float ir1y; float ir1s; float ir2x; float ir2y; float ir2s; float triggon; void pry(float _pitch, float _roll, float _yaw, float _accel) { pitch = _pitch; roll = _roll; yaw = _yaw; } void ir1(float _ir1x, float _ir1y, float _ir1s) { ir1x = _ir1x ir1y = _ir1y; ir1s = _ir1s; } void ir2(float _ir2x, float _ir2y, float _ir2s) { ir2x = _ir2x; ir2y = _ir2y; ir2s = _ir2s; } void trigg(float _triggon) { triggon = _triggon; } void draw() { background(255); float realX = map(ir1x, 0.0, 1.0, 1.0, 0.0); x = realX*width; y = ir1y*width; if(triggon == 1.0) { fill(0); } else { fill(127); } ellipse(x, y, 30, 30); }
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