add mathematical solution to the stuttering problem
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4 changed files with 79 additions and 36 deletions
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@ -361,6 +361,24 @@
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<Reference Include="System.Threading.Tasks.Extensions">
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@ -379,24 +397,6 @@
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<Reference Include="System.Buffers">
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<Reference Include="Kinect2UnityWrapper">
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<Reference Include="nunit.framework">
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</Reference>
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@ -61,6 +61,7 @@
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<Compile Include="Assets\Scenes\Examples\Composition\script\RmsAnalyzer.cs" />
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<Compile Include="Assets\Scenes\Examples\Composition\script\RmsAnalyzer.cs" />
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<Compile Include="Assets\Scenes\Examples\LevelThreshold\script\ConstructionColumnBehaviour.cs" />
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<Compile Include="Assets\Scenes\Examples\LevelThreshold\script\ConstructionColumnBehaviour.cs" />
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<Compile Include="Assets\Scenes\Examples\LevelThreshold\script\Spawner.cs" />
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<Compile Include="Assets\Scenes\Examples\LevelThreshold\script\Spawner.cs" />
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<Compile Include="Assets\Scenes\Examples\MIDI\script\CubeSync.cs" />
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<Compile Include="Assets\Scenes\Examples\MIDI\script\PositionBind.cs" />
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<Compile Include="Assets\Scenes\Examples\MIDI\script\PositionBind.cs" />
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<Compile Include="Assets\Scenes\Examples\PdBackend\script\BoomBall.cs" />
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<Compile Include="Assets\Scenes\Examples\PdBackend\script\BoomBall.cs" />
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<Compile Include="Assets\Scenes\Examples\PostProcessing\script\BokehBind.cs" />
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<Compile Include="Assets\Scenes\Examples\PostProcessing\script\BokehBind.cs" />
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<Reference Include="System.Threading.Tasks.Extensions">
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<Reference Include="System.Threading.Tasks.Extensions">
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<HintPath>C:/Users/chikashi/Development/Soundvision/UnityProject/Assets/Plugins/System.Threading.Tasks.Extensions.dll</HintPath>
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<HintPath>C:/Users/chikashi/Development/Soundvision/UnityProject/Assets/Plugins/System.Threading.Tasks.Extensions.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="Microsoft.Azure.Kinect.Sensor">
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<HintPath>C:/Users/chikashi/Development/Soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/SDK/Kinect4AzureSDK/Plugins/Microsoft.Azure.Kinect.Sensor.dll</HintPath>
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</Reference>
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<Reference Include="System.Buffers">
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<HintPath>C:/Users/chikashi/Development/Soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/SDK/Kinect4AzureSDK/Plugins/System.Buffers.dll</HintPath>
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</Reference>
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<Reference Include="System.Memory">
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<HintPath>C:/Users/chikashi/Development/Soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/SDK/Kinect4AzureSDK/Plugins/System.Memory.dll</HintPath>
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</Reference>
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<Reference Include="System.Runtime.CompilerServices.Unsafe">
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<HintPath>C:/Users/chikashi/Development/Soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/SDK/Kinect4AzureSDK/Plugins/System.Runtime.CompilerServices.Unsafe.dll</HintPath>
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</Reference>
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<Reference Include="Kinect2UnityWrapper">
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<HintPath>C:/Users/chikashi/Development/Soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/SDK/KinectSDK2.0/Plugins/Kinect2UnityWrapper.dll</HintPath>
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</Reference>
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<Reference Include="Intel.RealSense">
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<HintPath>C:/Users/chikashi/Development/Soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/SDK/RealSenseSDK2.0/Plugins/Intel.RealSense.dll</HintPath>
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@ -586,24 +605,6 @@
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<Reference Include="System.Memory">
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</Reference>
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<Reference Include="Microsoft.Azure.Kinect.Sensor">
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</Reference>
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<Reference Include="Kinect2UnityWrapper">
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<Reference Include="mscorlib">
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<Reference Include="mscorlib">
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31
UnityProject/Assets/Scenes/Examples/MIDI/script/CubeSync.cs
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UnityProject/Assets/Scenes/Examples/MIDI/script/CubeSync.cs
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using UnityEngine;
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public class CubeSync : MonoBehaviour
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{
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private int counter_ = 0;
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private float currentX_;
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private float targetX_;
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private float lastCallBack_;
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private float callbackInterval_ = 0.05f;
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public void onClockReceived()
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{
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var now = Time.realtimeSinceStartup;
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callbackInterval_ = now - lastCallBack_;
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lastCallBack_ = now;
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currentX_ = (counter_ - 12) * 0.2f;
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counter_++;
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targetX_ = (counter_ - 12) * 0.2f;
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counter_ %= 24;
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}
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public void Update()
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{
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var timeSinceLastCallback = Time.realtimeSinceStartup - lastCallBack_;
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var elapsedRatio = timeSinceLastCallback / callbackInterval_;
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var animationX = Mathf.Lerp(currentX_, targetX_, elapsedRatio);
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Debug.Log(elapsedRatio);
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transform.position = new Vector3(animationX, 0f, 0f);
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}
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}
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