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| //The Kinect gives you depth data for every pixel in the image (which is a 640 x 480 image). | |
| //These values are retreived using the depthMap() call. | |
| //This code is operating on the assumption that you're using a grid of 64 x 48 servo | |
| //motors for your "mirror", this way the aspect ratio is maintained. | |
| import SimpleOpenNI.*; | |
| SimpleOpenNI kinect; | |
| int[] depthValues; //this will hold integer values for the depth data for each pixel | |
| int[] indices; //we use this to store the converted values from the |
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| //INCLUDE REQUIRED LIBRARIES | |
| #include <Adafruit_NeoPixel.h> | |
| #include <TinyWireM.h> | |
| #include <Adafruit_MiniMLX90614.h> | |
| #include <SoftwareSerial.h> | |
| int TINY_SDA = 0; //ATtiny SDA pin 5 | |
| int TINY_SCL = 2; //ATtiny SCL pin 7 | |
| int LED_PIN = 1; //NEOPIXEL LED ON ATtuny PIN 6 | |
| int NUMPIXELS = 1; //THE NEOPIXEL LIBRARY NEEDS YOU TO PASS THE NUMBER OF PIXELS AS A FUNCTION ARGUMENT |
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| /* | |
| * Stepper: | |
| * coil A+ yellow | |
| * coil A- red | |
| * coil B+ grey | |
| * coil B- green | |
| */ | |
| #define stp 2 //step pin |
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| <script src=lib1.js></script> | |
| <body bgcolor=black> | |
| <center> | |
| <td><canvas id='canvas1' width=600 height=600></canvas></td> | |
| </center> | |
| </body> | |
| <script id='my_vertex_shader' type='x-shader/x-vertex'> | |
| attribute vec3 aPosition; |
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| #define stp 3 | |
| #define dir 4 | |
| #define MS1 5 | |
| #define MS2 6 | |
| #define EN 7 | |
| //Declare variables for functions | |
| char user_input; | |
| int x; | |
| int y; |
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| /* | |
| TO DO: | |
| - IF A DIV CONTAINS ANY WORDS RELATED TO GOT, SWAP THE IMAGE | |
| - IF A SENTENCE CONTAINS ANY WORDS RELATING TO GOT, REDACT IT | |
| */ | |
| // Grab the entire document body | |
| // This gets an array even though it's likely just one thing |
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| #include "cinder/app/App.h" | |
| #include "cinder/app/RendererGl.h" | |
| #include "cinder/gl/gl.h" | |
| #include "cinder/CameraUi.h" | |
| #include "cinder/Utilities.h" | |
| using namespace ci; | |
| using namespace ci::app; |
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| #include "cinder/app/App.h" | |
| #include "cinder/app/RendererGl.h" | |
| #include "cinder/gl/gl.h" | |
| #include "cinder/Serial.h" | |
| #include "cinder/Log.h" | |
| #include <sstream> | |
| #define BUFSIZE 80 | |
| #define READ_INTERVAL 0.25 |
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| //Hi Brian | |
| //I'm running into those same issues, hopefully you might be able to point out something basic I'm doing wrong. | |
| //To give you an overview, during this testing phase I've created a container that will hold a list of the string commands I want to execute, it's called mCommandStack. Pressing any of the arrow keys pushes the corresponding command onto the stack. | |
| //This is the code in my keyDown method: | |
| case 273: | |
| cout << "Moving up!" << endl; |
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| #include "cinder/app/App.h" | |
| #include "cinder/app/RendererGl.h" | |
| #include "cinder/gl/gl.h" | |
| #include "Kinect2.h" | |
| #include <fstream> | |
| #include <iostream> | |
| using namespace ci; | |
| using namespace ci::app; | |
| using namespace std; |