使用Box2D和视频在同一处理草图中进行发布

问题描述 投票:3回答:1

我试图使用Box2D for Processing和Video库创建草图。我有一些盒子到处走动并相互碰撞,并且我想用一些视频对这些盒子进行纹理处理。但是,只要输入代码行告诉处理要使用的视频文件,我就会收到一则长的错误消息。

import processing.video.*;
import shiffman.box2d.*;
import org.jbox2d.collision.shapes.*;
import org.jbox2d.common.*;
import org.jbox2d.dynamics.*;


Box2DProcessing box2d;

int no_boxes = 7;

//All of our boxes
Box[] boxes = new Box[no_boxes];

//Boundry sides
Boundry[] boundry = new Boundry[4];

float angle = -PI/2;
float grav_rad = 30;

float boundr = 260;
float boundw = 30;

PVector direction = new PVector();

Movie mouth;


void setup() {
  size(800,800,P3D);
  frameRate(60);
  colorMode(HSB,360,100,100);
  noStroke();

  //Load the movie
  mouth = new Movie(this,"mouth1.mov");
  mouth.play();

  // Initialize box2d physics and create the world
  box2d = new Box2DProcessing(this);
  box2d.createWorld();

  //Create the boxes
  for (int n=0;n<no_boxes; n++) {
    boxes[n] = new Box(random(200,600), random (200,600));
  }

  //Create the boundries
  boundry[0] = new Boundry(400+boundr,400,boundw,2*boundr+boundw);
  boundry[1] = new Boundry(400-boundr,400,boundw,2*boundr+boundw);
  boundry[2] = new Boundry(400,400+boundr,2*boundr+boundw, boundw);
  boundry[3] = new Boundry(400,400-boundr,2*boundr+boundw, boundw);



}

void movieEvent (Movie m) {
  m.read();
}


void draw() {

  background(200,50,80);
  image(mouth,0,0);

  angle+= radians(0.3);

  direction.x = grav_rad*cos(angle);
  direction.y = grav_rad*sin(angle);

  box2d.setGravity(-direction.x, direction.y);

  camera(width/2.0, height/2.0, (height/2.0) / tan(PI*30.0 / 180.0), width/2.0, height/2.0, 0, 0-map(direction.x,-10,10,-1,1), 0-map(direction.y,-10,10,-1,1), 0);   //x, y, z -> need to change between x and y

  box2d.step();

  // Display all the boxes
  for (Box b: boxes) {
    b.display();
  }

  //display the boundries
  boundry[0].display();
  boundry[1].display();
  boundry[2].display();
  boundry[3].display();

}

这是我收到的错误消息:

finishLifecycleAction(com.jogamp.opengl.util.FPSAnimator $ 3):++++++超时已达到++++++ main-FPSAWTAnimator#00-Timer0finishLifecycleAction(com.jogamp.opengl.util.FPSAnimator $ 3):OK否-pollPeriod 6,阻止true-> res false,等待1002/1000-main-FPSAWTAnimator#00-Timer0 -com.jogamp.opengl.util.FPSAnimator [开始为true,动画为true,暂停为false,可绘制1,总计[dt 0,帧0,fps 0.0],modeBits 1,初始化为true,animThread Thread [main-FPSAWTAnimator# 00-Timer0-FPSAWTAnimator#00-Timer1,5,main],exclCtxThread false(null)] [2]:com.jogamp.opengl.util.AnimatorBase.finishLifecycleAction(AnimatorBase.java:634) [3]:com.jogamp.opengl.util.FPSAnimator.stop(FPSAnimator.java:326) [4]:processing.opengl.PSurfaceJOGL.stopThread(PSurfaceJOGL.java:722) [5]:processing.core.PApplet.dispose(PApplet.java:3830) [6]:processing.core.PApplet.die(PApplet.java:3741) [7]:processing.core.PApplet.die(PApplet.java:3751) [8]:processing.video.Movie.initGStreamer(未知来源) [9]:processing.video.Movie(来源不明) [10]:Rotating_mouth_boxes_100620.setup(Rotating_mouth_boxes_100620.java:58) [11]:processing.core.PApplet.handleDraw(PApplet.java:2432) [12]:processing.opengl.PSurfaceJOGL $ DrawListener.display(PSurfaceJOGL.java:866) [13]:jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:692) [14]:jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:674) [15]:jogamp.opengl.GLAutoDrawableBase $ 2.run(GLAutoDrawableBase.java:443) [16]:jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1293) [17]:jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1147) [18]:com.jogamp.newt.opengl.GLWindow.display(GLWindow.java:782) [19]:com.jogamp.opengl.util.AWTAnimatorImpl.display(AWTAnimatorImpl.java:81) [20]:com.jogamp.opengl.util.AnimatorBase.display(AnimatorBase.java:453) [21]:com.jogamp.opengl.util.FPSAnimator $ MainTask.run(FPSAnimator.java:178) [22]:java.util.TimerThread.mainLoop(Timer.java:555) [23]:java.util.TimerThread.run(Timer.java:505)

有什么想法吗?我已经成功地分别使用了Box2D和视频,但是将它们放在同一草图中似乎有些问题。

processing box2d
1个回答
3
投票

我对此不是100%,但是P3D(OpenGL)渲染器似乎需要在一个时间范围内完成初始化,并且有些延迟时间太长,以至于它超时了。

加载电影时有镜头可能是一个问题。

如果可以使用默认的软件渲染器,请尝试:

size(800,800,JAVA2D);

并删除camera()。希望这在视觉上还是可以的。

目前我无法想到一个干净的解决方案。

另一个解决方法是,在P3D渲染器准备好之后,再初始化电影。例如,您可以使用一个额外的布尔变量来跟踪是否触发了电影加载以确保仅发生一次。]

这是一个(未试用的)示例:希望注释能够说明解决方法:

import processing.video.*;
import shiffman.box2d.*;
import org.jbox2d.collision.shapes.*;
import org.jbox2d.common.*;
import org.jbox2d.dynamics.*;


Box2DProcessing box2d;

int no_boxes = 7;

//All of our boxes
Box[] boxes = new Box[no_boxes];

//Boundry sides
Boundry[] boundry = new Boundry[4];

float angle = -PI/2;
float grav_rad = 30;

float boundr = 260;
float boundw = 30;

PVector direction = new PVector();

Movie mouth;

// keep track if movie load was called
boolean wasMovieLoadCalled = false;

void setup() {
  size(800,800,P3D);
  frameRate(60);
  colorMode(HSB,360,100,100);
  noStroke();

  // Initialize box2d physics and create the world
  box2d = new Box2DProcessing(this);
  box2d.createWorld();

  //Create the boxes
  for (int n=0;n<no_boxes; n++) {
    boxes[n] = new Box(random(200,600), random (200,600));
  }

  //Create the boundries
  boundry[0] = new Boundry(400+boundr,400,boundw,2*boundr+boundw);
  boundry[1] = new Boundry(400-boundr,400,boundw,2*boundr+boundw);
  boundry[2] = new Boundry(400,400+boundr,2*boundr+boundw, boundw);
  boundry[3] = new Boundry(400,400-boundr,2*boundr+boundw, boundw);

}

void movieEvent (Movie m) {
  m.read();
}


void draw() {
  // if load wasn't called
  if(wasMovieLoadCalled == false){

    //Load the movie
    mouth = new Movie(this,"mouth1.mov");
    mouth.play();

    // update the variable so load happens only once
    wasMovieLoadCalled = true;

  }

  background(200,50,80);

  // ensure the movie is loaded before trying to display it
  if(mouth != null){
    image(mouth,0,0);
  }


  angle+= radians(0.3);

  direction.x = grav_rad*cos(angle);
  direction.y = grav_rad*sin(angle);

  box2d.setGravity(-direction.x, direction.y);

  camera(width/2.0, height/2.0, (height/2.0) / tan(PI*30.0 / 180.0), width/2.0, height/2.0, 0, 0-map(direction.x,-10,10,-1,1), 0-map(direction.y,-10,10,-1,1), 0);   //x, y, z -> need to change between x and y

  box2d.step();

  // Display all the boxes
  for (Box b: boxes) {
    b.display();
  }

  //display the boundries
  boundry[0].display();
  boundry[1].display();
  boundry[2].display();
  boundry[3].display();

}
    
© www.soinside.com 2019 - 2024. All rights reserved.