Add VFX Graph Demo + Kinect Code Comments for 8-10bit topic
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48 changed files with 76754 additions and 85295 deletions
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@ -93,7 +93,10 @@
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<Compile Include="Assets\Scenes\Examples\Texture\TextureMapper.cs" />
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<Compile Include="Assets\Scenes\Examples\TimbreID\script\idtotext.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\FlareBind.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\PitchVFXBind.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SmokeBind.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SpectrumVFXBind1.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SpectrumVFXBind2.cs" />
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<Compile Include="Assets\Scripts\Kinect\KinectJointBind.cs" />
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<Compile Include="Assets\Scripts\Kinect\KinectManagerBehaviour.cs" />
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<Compile Include="Assets\Scripts\Kinect\KinectPointCloud.cs" />
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@ -0,0 +1,15 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.VFX;
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{
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{
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}
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}
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@ -0,0 +1,15 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.VFX;
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public class SpectrumVFXBind1 : MonoBehaviour
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{
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[SerializeField] private VisualEffect targetVfx = null;
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private static readonly string spectrumValue = "Spectrum Value 1";
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public void OnEnergyChanged(float energy)
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{
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targetVfx.SetFloat(spectrumValue, energy);
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}
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}
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@ -0,0 +1,15 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.VFX;
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public class SpectrumVFXBind2 : MonoBehaviour
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{
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[SerializeField] private VisualEffect targetVfx = null;
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private static readonly string spectrumValue = "Spectrum Value 2";
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public void OnEnergyChanged(float energy)
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{
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targetVfx.SetFloat(spectrumValue, energy);
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}
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}
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@ -27,6 +27,14 @@ namespace cylvester
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|
||||
private ushort [] depthData_;
|
||||
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 EventHandler<DepthFrameArrivedEventArgs> onDepthFrameArrived_;
|
||||
|
@ -57,6 +65,11 @@ namespace cylvester
|
|||
depthData_ = new ushort[frameDesc.LengthInPixels];
|
||||
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) =>
|
||||
{
|
||||
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();
|
||||
}
|
||||
depthFrameReceived.Invoke(depthTexture_);
|
||||
|
|
|
@ -6,6 +6,9 @@ EditorBuildSettings:
|
|||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Examples/SpectrogramWorld/SpectrogramWorldDemo.unity
|
||||
guid: 9bcfcfffba6021143a9c470b6e3dd907
|
||||
path: Assets/Scenes/Examples/VisualEffectGraph/Max Fun 1.unity
|
||||
guid: 327e45240590ab84082fa4266483ca77
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane.unity
|
||||
guid: cdf3404fd0b1f6c4ead9fb8bb270f164
|
||||
m_configObjects: {}
|
||||
|
|
Loading…
Reference in a new issue