Missing the right curly bracket

It said that I have missing right curly bracket in the last line
how can i fix it?

// usually one would probably make a generic Shape class and subclass different types (circle, polygon), but that
// would mean at least 3 instead of 1 class, so for this tutorial it's a combi-class CustomShape for all types of shapes
// to save some space and keep the code as concise as possible I took a few shortcuts to prevent repeating the same code
class CustomShape {
  // to hold the box2d body
  Body body;
  // to hold the Toxiclibs polygon shape
  Polygon2D toxiPoly;
  // custom color for each shape
  color col;
  // radius (also used to distinguish between circles and polygons in this combi-class
  float r;

  CustomShape(float x, float y, float r) {
    this.r = r;
    // create a body (polygon or circle based on the r)
    makeBody(x, y);
    // get a random color
    col = getRandomColor();
  }

  void makeBody(float x, float y) {
    // define a dynamic body positioned at xy in box2d world coordinates,
    // create it and set the initial values for this box2d body's speed and angle
    BodyDef bd = new BodyDef();
    bd.type = BodyType.DYNAMIC;
    bd.position.set(box2d.coordPixelsToWorld(new Vec2(x, y)));
    body = box2d.createBody(bd);
    body.setLinearVelocity(new Vec2(random(-8, 8), random(2, 8)));
    body.setAngularVelocity(random(-5, 5));
    
    // depending on the r this combi-code creates either a box2d polygon or a circle
    if (r == -1) {
      // box2d polygon shape
      PolygonShape sd = new PolygonShape();
      // toxiclibs polygon creator (triangle, square, etc)
      toxiPoly = new Circle(random(5, 20)).toPolygon2D(int(random(3, 6)));
      // place the toxiclibs polygon's vertices into a vec2d array
      Vec2[] vertices = new Vec2[toxiPoly.getNumPoints()];
      for (int i=0; i<vertices.length; i++) {
        Vec2D v = toxiPoly.vertices.get(i);
        vertices[i] = box2d.vectorPixelsToWorld(new Vec2(v.x, v.y));
      }
      // put the vertices into the box2d shape
      sd.set(vertices, vertices.length);
      // create the fixture from the shape (deflect things based on the actual polygon shape)
      body.createFixture(sd, 1);
    } else {
      // box2d circle shape of radius r
      CircleShape cs = new CircleShape();
      cs.m_radius = box2d.scalarPixelsToWorld(r);
      // tweak the circle's fixture def a little bit
      FixtureDef fd = new FixtureDef();
      fd.shape = cs;
      fd.density = 1;
      fd.friction = 0.01;
      fd.restitution = 0.3;
      // create the fixture from the shape's fixture def (deflect things based on the actual circle shape)
      body.createFixture(fd);
    }
  }

  // method to loosely move shapes outside a person's polygon
  // (alternatively you could allow or remove shapes inside a person's polygon)
  void update() {
    // get the screen position from this shape (circle of polygon)
    Vec2 posScreen = box2d.getBodyPixelCoord(body);
    // turn it into a toxiclibs Vec2D
    Vec2D toxiScreen = new Vec2D(posScreen.x, posScreen.y);
    // check if this shape's position is inside the person's polygon
    boolean inBody = poly.containsPoint(toxiScreen);
    // if a shape is inside the person
    if (inBody) {
      // find the closest point on the polygon to the current position
      Vec2D closestPoint = toxiScreen;
      float closestDistance = 9999999;
      for (Vec2D v : poly.vertices) {
        float distance = v.distanceTo(toxiScreen);
        if (distance < closestDistance) { closestDistance = distance; closestPoint = v; } } // create a box2d position from the closest point on the polygon Vec2 contourPos = new Vec2(closestPoint.x, closestPoint.y); Vec2 posWorld = box2d.coordPixelsToWorld(contourPos); float angle = body.getAngle(); // set the box2d body's position of this CustomShape to the new position (use the current angle) body.setTransform(posWorld, angle); } } // display the customShape void display() { // get the pixel coordinates of the body Vec2 pos = box2d.getBodyPixelCoord(body); pushMatrix(); // translate to the position translate(pos.x, pos.y); noStroke(); // use the shape's custom color fill(col); // depending on the r this combi-code displays either a polygon or a circle if (r == -1) { // rotate by the body's angle float a = body.getAngle(); rotate(-a); // minus! gfx.polygon2D(toxiPoly); } else { ellipse(0, 0, r*2, r*2); } popMatrix(); } // if the shape moves off-screen, destroy the box2d body (important!) // and return true (which will lead to the removal of this CustomShape object) boolean done() { Vec2 posScreen = box2d.getBodyPixelCoord(body); boolean offscreen = posScreen.y > height;
    if (offscreen) {
      box2d.destroyBody(body);
      return true;
    }
    return false;
  }

}

Add } at end

Chrisir

1 Like

See the line that starts like that?

That’s probably not right.

Processing is stupid in indicating those errors

Theoretically the error could be before the code you posted

Use ctrl-t and check indents afterwards

Also when placing cursor behind a bracket, its corresponding partner bracket is highlighted

I’m doing a project with Kinect
here is the whole code

// import libraries
import processing.opengl.*; // opengl
import SimpleOpenNI.*; // kinect
import blobDetection.*; // blobs
import toxi.geom.*; // toxiclibs shapes and vectors
import toxi.processing.*; // toxiclibs display
import pbox2d.*; // shiffman's jbox2d helper library
import org.jbox2d.collision.shapes.*; // jbox2d
import org.jbox2d.common.*; // jbox2d
import org.jbox2d.dynamics.*; // jbox2d

// declare SimpleOpenNI object
SimpleOpenNI context;
// declare BlobDetection object
BlobDetection theBlobDetection;
// ToxiclibsSupport for displaying polygons
ToxiclibsSupport gfx;
// declare custom PolygonBlob object (see class for more info)
PolygonBlob poly;

// PImage to hold incoming imagery and smaller one for blob detection
PImage cam, blobs;
// the kinect's dimensions to be used later on for calculations
int kinectWidth = 640;
int kinectHeight = 480;
// to center and rescale from 640x480 to higher custom resolutions
float reScale;

// background and blob color
color bgColor, blobColor;
// three color palettes (artifact from me storing many interesting color palettes as strings in an external data file ;-)
String[] palettes = {
  "-1117720,-13683658,-8410437,-9998215,-1849945,-5517090,-4250587,-14178341,-5804972,-3498634", 
  "-67879,-9633503,-8858441,-144382,-4996094,-16604779,-588031", 
  "-1978728,-724510,-15131349,-13932461,-4741770,-9232823,-3195858,-8989771,-2850983,-10314372"
};
color[] colorPalette;

// the main PBox2D object in which all the physics-based stuff is happening
PBox2D box2d;
// list to hold all the custom shapes (circles, polygons)
ArrayList polygons = new ArrayList();

void setup() {
  // it's possible to customize this, for example 1920x1080
  size(1280, 720, OPENGL);
  context = new SimpleOpenNI(this);
  // initialize SimpleOpenNI object
  if (!context.enableScene()) { 
    // if context.enableScene() returns false
    // then the Kinect is not working correctly
    // make sure the green light is blinking
    println("Kinect not connected!"); 
    exit();
  } else {
    // mirror the image to be more intuitive
    context.setMirror(true);
    // calculate the reScale value
    // currently it's rescaled to fill the complete width (cuts of top-bottom)
    // it's also possible to fill the complete height (leaves empty sides)
    reScale = (float) width / kinectWidth;
    // create a smaller blob image for speed and efficiency
    blobs = createImage(kinectWidth/3, kinectHeight/3, RGB);
    // initialize blob detection object to the blob image dimensions
    theBlobDetection = new BlobDetection(blobs.width, blobs.height);
    theBlobDetection.setThreshold(0.2);
    // initialize ToxiclibsSupport object
    gfx = new ToxiclibsSupport(this);
    // setup box2d, create world, set gravity
    box2d = new PBox2D(this);
    box2d.createWorld();
    box2d.setGravity(0, -20);
    // set random colors (background, blob)
    setRandomColors(1);
  }
}

void draw() {
  background(bgColor);
  // update the SimpleOpenNI object
  context.update();
  // put the image into a PImage
  cam = context.sceneImage().get();
  // copy the image into the smaller blob image
  blobs.copy(cam, 0, 0, cam.width, cam.height, 0, 0, blobs.width, blobs.height);
  // blur the blob image
  blobs.filter(BLUR, 1);
  // detect the blobs
  theBlobDetection.computeBlobs(blobs.pixels);
  // initialize a new polygon
  poly = new PolygonBlob();
  // create the polygon from the blobs (custom functionality, see class)
  poly.createPolygon();
  // create the box2d body from the polygon
  poly.createBody();
  // update and draw everything (see method)
  updateAndDrawBox2D();
  // destroy the person's body (important!)
  poly.destroyBody();
  // set the colors randomly every 240th frame
  setRandomColors(240);
}

void updateAndDrawBox2D() {
  // if frameRate is sufficient, add a polygon and a circle with a random radius
  if (frameRate > 29) {
    polygons.add(new CustomShape(kinectWidth/2, -50, -1));
    polygons.add(new CustomShape(kinectWidth/2, -50, random(2.5, 20)));
  }
  // take one step in the box2d physics world
  box2d.step();

  // center and reScale from Kinect to custom dimensions
  translate(0, (height-kinectHeight*reScale)/2);
  scale(reScale);

  // display the person's polygon  
  noStroke();
  fill(blobColor);
  gfx.polygon2D(poly);

  // display all the shapes (circles, polygons)
  // go backwards to allow removal of shapes
  for (int i=polygons.size()-1; i>=0; i--) {
    CustomShape cs = polygons.get(i);
    // if the shape is off-screen remove it (see class for more info)
    if (cs.done()) {
      polygons.remove(i);
    // otherwise update (keep shape outside person) and display (circle or polygon)
    } else {
      cs.update();
      cs.display();
    }
  }
}

// sets the colors every nth frame
void setRandomColors(int nthFrame) {
  if (frameCount % nthFrame == 0) {
    // turn a palette into a series of strings
    String[] paletteStrings = split(palettes[int(random(palettes.length))], ",");
    // turn strings into colors
    colorPalette = new color[paletteStrings.length];
    for (int i=0; i<paletteStrings.length; i++) {
      colorPalette[i] = int(paletteStrings[i]);
    }
    // set background color to first color from palette
    bgColor = colorPalette[0];
    // set blob color to second color from palette
    blobColor = colorPalette[1];
    // set all shape colors randomly
    for (CustomShape cs: polygons) { cs.col = getRandomColor(); }
  }
}

// returns a random color from the palette (excluding first aka background color)
color getRandomColor() {
  return colorPalette[int(random(1, colorPalette.length))];
}
// usually one would probably make a generic Shape class and subclass different types (circle, polygon), but that
// would mean at least 3 instead of 1 class, so for this tutorial it's a combi-class CustomShape for all types of shapes
// to save some space and keep the code as concise as possible I took a few shortcuts to prevent repeating the same code
class CustomShape {
  // to hold the box2d body
  Body body;
  // to hold the Toxiclibs polygon shape
  Polygon2D toxiPoly;
  // custom color for each shape
  color col;
  // radius (also used to distinguish between circles and polygons in this combi-class
  float r;

  CustomShape(float x, float y, float r) {
    this.r = r;
    // create a body (polygon or circle based on the r)
    makeBody(x, y);
    // get a random color
    col = getRandomColor();
  }

  void makeBody(float x, float y) {
    // define a dynamic body positioned at xy in box2d world coordinates,
    // create it and set the initial values for this box2d body's speed and angle
    BodyDef bd = new BodyDef();
    bd.type = BodyType.DYNAMIC;
    bd.position.set(box2d.coordPixelsToWorld(new Vec2(x, y)));
    body = box2d.createBody(bd);
    body.setLinearVelocity(new Vec2(random(-8, 8), random(2, 8)));
    body.setAngularVelocity(random(-5, 5));
    
    // depending on the r this combi-code creates either a box2d polygon or a circle
    if (r == -1) {
      // box2d polygon shape
      PolygonShape sd = new PolygonShape();
      // toxiclibs polygon creator (triangle, square, etc)
      toxiPoly = new Circle(random(5, 20)).toPolygon2D(int(random(3, 6)));
      // place the toxiclibs polygon's vertices into a vec2d array
      Vec2[] vertices = new Vec2[toxiPoly.getNumPoints()];
      for (int i=0; i<vertices.length; i++) {
        Vec2D v = toxiPoly.vertices.get(i);
        vertices[i] = box2d.vectorPixelsToWorld(new Vec2(v.x, v.y));
      }
      // put the vertices into the box2d shape
      sd.set(vertices, vertices.length);
      // create the fixture from the shape (deflect things based on the actual polygon shape)
      body.createFixture(sd, 1);
    } else {
      // box2d circle shape of radius r
      CircleShape cs = new CircleShape();
      cs.m_radius = box2d.scalarPixelsToWorld(r);
      // tweak the circle's fixture def a little bit
      FixtureDef fd = new FixtureDef();
      fd.shape = cs;
      fd.density = 1;
      fd.friction = 0.01;
      fd.restitution = 0.3;
      // create the fixture from the shape's fixture def (deflect things based on the actual circle shape)
      body.createFixture(fd);
    }
  }

  // method to loosely move shapes outside a person's polygon
  // (alternatively you could allow or remove shapes inside a person's polygon)
  void update() {
    // get the screen position from this shape (circle of polygon)
    Vec2 posScreen = box2d.getBodyPixelCoord(body);
    // turn it into a toxiclibs Vec2D
    Vec2D toxiScreen = new Vec2D(posScreen.x, posScreen.y);
    // check if this shape's position is inside the person's polygon
    boolean inBody = poly.containsPoint(toxiScreen);
    // if a shape is inside the person
    if (inBody) {
      // find the closest point on the polygon to the current position
      Vec2D closestPoint = toxiScreen;
      float closestDistance = 9999999;
      for (Vec2D v : poly.vertices) {
        float distance = v.distanceTo(toxiScreen);
        if (distance < closestDistance) { closestDistance = distance; closestPoint = v; } } // create a box2d position from the closest point on the polygon Vec2 contourPos = new Vec2(closestPoint.x, closestPoint.y); Vec2 posWorld = box2d.coordPixelsToWorld(contourPos); float angle = body.getAngle(); // set the box2d body's position of this CustomShape to the new position (use the current angle) body.setTransform(posWorld, angle); } } // display the customShape void display() { // get the pixel coordinates of the body Vec2 pos = box2d.getBodyPixelCoord(body); pushMatrix(); // translate to the position translate(pos.x, pos.y); noStroke(); // use the shape's custom color fill(col); // depending on the r this combi-code displays either a polygon or a circle if (r == -1) { // rotate by the body's angle float a = body.getAngle(); rotate(-a); // minus! gfx.polygon2D(toxiPoly); } else { ellipse(0, 0, r*2, r*2); } popMatrix(); } // if the shape moves off-screen, destroy the box2d body (important!) // and return true (which will lead to the removal of this CustomShape object) boolean done() { Vec2 posScreen = box2d.getBodyPixelCoord(body); boolean offscreen = posScreen.y > height;
    if (offscreen) {
      box2d.destroyBody(body);
      return true;
    }
    return false;
  }
}
// an extended polygon class quite similar to the earlier PolygonBlob class (but extending Toxiclibs' Polygon2D class instead)
// The main difference is that this one is able to create (and destroy) a box2d body from it's own shape
class PolygonBlob extends Polygon2D {
  // to hold the box2d body
  Body body;

  // the createPolygon() method is nearly identical to the one presented earlier
  // see the Kinect Flow Example for a more detailed description of this method (again, feel free to improve it)
  void createPolygon() {
    ArrayList<ArrayList> contours = new ArrayList<ArrayList>();
    int selectedContour = 0;
    int selectedPoint = 0;

    // create contours from blobs
    for (int n=0 ; n<theBlobDetection.getBlobNb(); n++) { Blob b = theBlobDetection.getBlob(n); if (b != null && b.getEdgeNb() > 100) {
        ArrayList contour = new ArrayList();
        for (int m=0; m<b.getEdgeNb(); m++) { EdgeVertex eA = b.getEdgeVertexA(m); EdgeVertex eB = b.getEdgeVertexB(m); if (eA != null && eB != null) { EdgeVertex fn = b.getEdgeVertexA((m+1) % b.getEdgeNb()); EdgeVertex fp = b.getEdgeVertexA((max(0, m-1))); float dn = dist(eA.x*kinectWidth, eA.y*kinectHeight, fn.x*kinectWidth, fn.y*kinectHeight); float dp = dist(eA.x*kinectWidth, eA.y*kinectHeight, fp.x*kinectWidth, fp.y*kinectHeight); if (dn > 15 || dp > 15) {
              if (contour.size() > 0) {
                contour.add(new PVector(eB.x*kinectWidth, eB.y*kinectHeight));
                contours.add(contour);
                contour = new ArrayList();
              } else {
                contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight));
              }
            } else {
              contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight));
            }
          }
        }
      }
    }
    
    while (contours.size() > 0) {
      
      // find next contour
      float distance = 999999999;
      if (getNumPoints() > 0) {
        Vec2D vecLastPoint = vertices.get(getNumPoints()-1);
        PVector lastPoint = new PVector(vecLastPoint.x, vecLastPoint.y);
        for (int i=0; i<contours.size(); i++) {
          ArrayList c = contours.get(i);
          PVector fp = c.get(0);
          PVector lp = c.get(c.size()-1);
          if (fp.dist(lastPoint) < distance) { 
            distance = fp.dist(lastPoint); 
            selectedContour = i; 
            selectedPoint = 0;
          }
          if (lp.dist(lastPoint) < distance) { 
            distance = lp.dist(lastPoint); 
            selectedContour = i; 
            selectedPoint = 1;
          }
        }
      } else {
        PVector closestPoint = new PVector(width, height);
        for (int i=0; i<contours.size(); i++) {
          ArrayList c = contours.get(i);
          PVector fp = c.get(0);
          PVector lp = c.get(c.size()-1);
          if (fp.y > kinectHeight-5 && fp.x < closestPoint.x) { closestPoint = fp; selectedContour = i; selectedPoint = 0; } if (lp.y > kinectHeight-5 && lp.x < closestPoint.y) { 
            closestPoint = lp; 
            selectedContour = i; 
            selectedPoint = 1;
          }
        }
      }

      // add contour to polygon
      ArrayList contour = contours.get(selectedContour);
      if (selectedPoint > 0) { Collections.reverse(contour); }
      for (PVector p : contour) {
        add(new Vec2D(p.x, p.y));
      }
      contours.remove(selectedContour);
    }
  }

  // creates a shape-deflecting physics chain in the box2d world from this polygon
  void createBody() {
    // for stability the body is always created (and later destroyed)
    BodyDef bd = new BodyDef();
    body = box2d.createBody(bd);
    // if there are more than 0 points (aka a person on screen)...
    if (getNumPoints() > 0) {
      // create a vec2d array of vertices in box2d world coordinates from this polygon
      Vec2[] verts = new Vec2[getNumPoints()];
      for (int i=0; i<getNumPoints(); i++) {
        Vec2D v = vertices.get(i);
        verts[i] = box2d.coordPixelsToWorld(v.x, v.y);
      }
      // create a chain from the array of vertices
      ChainShape chain = new ChainShape();
      chain.createChain(verts, verts.length);
      // create fixture in body from the chain (this makes it actually deflect other shapes)
      body.createFixture(chain, 1);
    }
  }

  // destroy the box2d body (important!)
  void destroyBody() {
    box2d.destroyBody(body);
  }
}

sorry for my bad english
this is a really important project
please help me fix it ~

i do it as you say
but still don’t now where is the error

The error is maybe not even in the tab processing tells you it is in

Did you look at

at end add }

Also did you hit ctrl-t prior to posting?


yes I do it all you said
and it came another question
I search this issue there are no answer for this

That’s a Progress though because now the program runs.

Can’t help you with that