Hi Ben,
I'm not sur of what you want but what i've understand is you want some objects to be rejected when a screen is activated...? perhaps the simpler way to do that is to have all the objects linked with fixed "virtual" masses m1, m2, m3 positionned behind the screens as follows:
+--------------------+
| S3 / \ S1
| . m3 / \
| / \ . m1
| /
| /
| S2-----------
|
| . m2
+--------------------+
You put all the rigidity (K) of these links to 0 until somebody activate a screen. If somebody walk in front of S1 for example you activate the rigidity of the m2 and m3 links. You have to do a 3D model for that... and to make a fine tuning on the length and strength of the links...to have something relevant.
Hope that helps.
Nicolas
B. Bogart a écrit :
Hey all, (especially Nicholas and Cyrille, and the other pmpd experts)
So I have a multi-screen setup (three machines generating three views of the same gem patch synced over OSC.) and I'd like to impliment a simple physical model the covers the following:
The screens are arranged in a circle, so in this diagram the left edge is the same position as the right edge. The left edge of Screen 1 (S1) is the same point in space as the right edge of S3.
Since they all show difference viewpoints of the same space its possible to have objects dispear between screens.
+----+ +----+ +----+ | S1 | | S2 | | S3 | +----+ +----+ +----+
There are sensors above each screen and a bunch of objects in each image. When there is no one in front of a particular screen it will attract the objects around it. Hopefully what happens is all the objects end up being visible on the screens, though each screen need not have the same number of objects in it. I would also like these objects to float around a bit on these screens and not be static, probably an iAmbient.
When someone steps in front of Screen 2, all the objects on that screen get immediatly repelled from this screen, and simultaneously attacted to S1 and S3, so that all the objects flee screen 2 for screen 1/3.
Conversely when someone steps in front of screen S3, then the objects fly off screen 3 aiming for screen 1/2. Now comes the polar part, since the screens are in a circle the when someone activates screen 3, the closest screen is S1. I want the objects to go directly from S3 to Screen 1 without passing through S2.
I can get my head around a physical model that switches the direction of force when the corresponding screen is activated, but I don't know how it would connect with the polar stuff.
Another option would be to consider a 3D physical model that matches my Gem space: |-Seam between S1 and S3. +-----|-----+ | S3 / \ S1 | | / \ | | | | S2 | | ------- | +-----------+
So at the centre of S1, S2 and S3 we would have a big iSphere3D that almost touch one and other (or should they overlap?). Then the objects would move in cartesian space, from the centre of S3, straight to S1 and S3, passing through the centre of the room.
Anyone have any advice/suggestions or similar patches I can use as a starting point?
Thanks all,
.b.
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