Add VFX Graph Demo + Kinect Code Comments for 8-10bit topic

This commit is contained in:
strangerattractor 2019-11-30 08:46:38 +01:00
parent cdc0a7139d
commit 562ec4d823
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\TimbreID\script\idtotext.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\FlareBind.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\PitchVFXBind.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SmokeBind.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SpectrumVFXBind2.cs" />
<Compile Include="Assets\Scripts\Kinect\KinectJointBind.cs" />
<Compile Include="Assets\Scripts\Kinect\KinectManagerBehaviour.cs" />
<Compile Include="Assets\Scripts\Kinect\KinectPointCloud.cs" />

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@ -0,0 +1,15 @@
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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@ -0,0 +1,11 @@
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@ -0,0 +1,15 @@
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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@ -0,0 +1,15 @@
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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View file

@ -27,6 +27,14 @@ namespace cylvester
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_);

View file

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