VIRTUAL ROOM - MAGIC ROOM - FULL DESCRIPTION

  • Functionality of simulation:


  • The input object, Input5DTGlove's functionality is located under main file. We have used COM1 for the communication port of the Input5DTGlove.

    Usage of the glove is as follows:

    " The index finger goes forward
    " The middle finger goes left
    " The ring finger goes right
    " The thumb goes backward

    We used a music from the beginning of the magic room in order to take viewer's all attention on the Virtual world which he/she sees. The drone music tries to give a viewer a dramatic and also some scary feeling such that viewer becomes to expect something different will appear on screen. Therefore, I expect viewer will start to search what will come up next in the magic room.

  • Clock Description:


  • Seconds, minutes, and hours are located on a cylinder whose height is 0.01 and radius is 2.0. Hour and minute is designed the shape of cone but second is cylinder shape. We have made a counter with set up second, minute, and hour initially to zero. By making increment as "1", We have been able to count until 60 second for each cycle to increment minutes by 1 and also after 60 minutes hour is increased by "1". Due to shape of my wall clock the measurement of angles between second, minute, and hour involved into my calculation so that we could show the movement of second, minute, and hour to the viewer with a realistic view.

    Equation of angle is taken as 3.14159 * second / 30.

  • Imagechanger Description:


  • We have draw a cube with the size of 1x1x1. Then we set up 14 boxes with different locations by rotating the original cube. First 4 boxes are rotated such that the original cube's x axis stays as it is (1).

    We only have changed its y and z axes by using the following equations:

    y axes: 0
    z axes: tau = (Math.sqrt(5)+1)/2
    Rotation angle: k*Math.PI/5 where k = 2, 4, 6, 8


    For boxes 5,6,7,8, We kept the first 4 boxes' y and z axes and rotation angle, and changed the original cube's x axes to -1. For boxes 9 and 10, we have taken the original cube as it is but just rotated by 2*Math.PI/3 and -2*Math.PI/3 respectively.

    For boxes 11,12,13,14, We increased the y and z axes by 1+1/tau and 1+tau. The rotation angle for boxes 11 and 12 is Math.PI; on the other hand, their x axes became 1 and -1 respectively. Boxes 13 and 14's rotation angles are same Math.PI, but only changes made with x and z axes:

    X13 = 1 Z13 = -1-tau X14 = -1 Z14 = -1-tau

    And for the animation all these 14 boxes are used with changing the boxes' point scales.

  • Bouncing Orb Description:


  • This is an orb with bouncing from top to the floor of the room. It lightens the room from its center with radius of 10, and shadows are appeared as the orb bounces. Deriving the Equation:

    At t=0 ball must hit ground in which y0 = 0

    y(t) = 0.5 * g * t * t + v0 * t + y0
    y(t) = 0.5 * g * t * t + v0 * t
    y(t) = 0.5 * g * t * t + v0 * t

    At t = 1 that means it should reach its peak and y will be 0

    y(1) = 0.5 * g * 1 * 1 + v0 * 1
    0 = 0.5 * g + v0
    v0 = -0.5 * g now plug in v0 into the equation
    y(t) = 0.5 * g * t * t + v0 * t
    y(0.5) = 0.5 * g * 0.5 * 0.5 + v0 * 0.5
    h = g * 0.125 + v0 * 0.5
    plug in v0 = -0.5 * g
    h = g * 0.125 - 0.5 * g * 0.5
    h = -g * 0.125
    g = -8.0 * h then plug this in
    y(t) = 0.5 * g * t * t + v0 * t
    y(t) = 0.5 * (-8.0 * h) * t * t + (-0.5 * g) * t
    y(t) = 0.5 * (-8.0 * h) * t * t + (4.0 * h) * t
    y(t) = 3.0 * h * (-t * t + t)
    y(t) = 3.0 * h * t * (1.0 - t)
    h = bounceHeight , t = frac , then multiplied it with 3 due to fraction change
    y = 3.0 * bounceHeight * frac * (1.0 - frac)

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