# Conflicts:
#	UnityProject/Assembly-CSharp.csproj
This commit is contained in:
Chikashi Miyama 2019-11-30 11:41:24 +01:00
commit 550e4222ad
47 changed files with 76751 additions and 85295 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public class PitchVFXBind : MonoBehaviour
{
[SerializeField] private VisualEffect targetVfx = null;
private static readonly string pitchValue = "Pitch Value";
public void OnEnergyChanged(float energy)
{
targetVfx.SetFloat(pitchValue, energy);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public class SpectrumVFXBind1 : MonoBehaviour
{
[SerializeField] private VisualEffect targetVfx = null;
private static readonly string spectrumValue = "Spectrum Value 1";
public void OnEnergyChanged(float energy)
{
targetVfx.SetFloat(spectrumValue, energy);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public class SpectrumVFXBind2 : MonoBehaviour
{
[SerializeField] private VisualEffect targetVfx = null;
private static readonly string spectrumValue = "Spectrum Value 2";
public void OnEnergyChanged(float energy)
{
targetVfx.SetFloat(spectrumValue, energy);
}
}

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@ -27,6 +27,14 @@ namespace cylvester
private ushort [] depthData_; private ushort [] depthData_;
private Texture2D depthTexture_; private Texture2D depthTexture_;
//QUICK CODE FROM FRIEDRICH - SORRY FOR EVERYTHING!!!
//private byte[] depthData8bit_;
//private Texture2D depthTexture8bit_;
//public ushort front;
//public ushort back;
//FK CODE ENDS
private Body[] bodies_; private Body[] bodies_;
private EventHandler<DepthFrameArrivedEventArgs> onDepthFrameArrived_; private EventHandler<DepthFrameArrivedEventArgs> onDepthFrameArrived_;
@ -57,6 +65,11 @@ namespace cylvester
depthData_ = new ushort[frameDesc.LengthInPixels]; depthData_ = new ushort[frameDesc.LengthInPixels];
depthTexture_ = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.R16, false); depthTexture_ = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.R16, false);
//FRIEDRICH QUICK CODE FROM HERE
//depthData8bit_ = new byte[frameDesc.LengthInPixels];
//depthTexture8bit_ = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.Alpha8, false);
//END FRIEDRICH
onDepthFrameArrived_ = (frameReader, eventArgs) => onDepthFrameArrived_ = (frameReader, eventArgs) =>
{ {
if(!depth) if(!depth)
@ -76,6 +89,24 @@ namespace cylvester
} }
} }
//SUPER DUPER QUICK FRIEDRICH CODE
//float distanceFrontBack = back - front;
//calculation should be:
//result = incoming data - front
//result = result * 255/distanceFrontBack
//for (int i = 0; i < depthData_.Length; i++)
//{
// float value = (float)(depthData_[i] - front);
// value = value * 255.0f / distanceFrontBack;
// depthData8bit_[i] = Convert.ToByte(value);
//}
//depthTexture8bit_.Apply();
//END SUPER QUICK FRIEDRICH CODE
depthTexture_.Apply(); depthTexture_.Apply();
} }
depthFrameReceived.Invoke(depthTexture_); depthFrameReceived.Invoke(depthTexture_);

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