add spawning by thresholding

This commit is contained in:
Chikashi Miyama 2019-10-08 00:03:16 +02:00
parent 25ac95531a
commit 6215653edf
41 changed files with 1957 additions and 38 deletions

View file

@ -86,7 +86,6 @@
<Compile Include="Assets\Scripts\Visualizer\IRPanelBehaviour.cs" />
<Compile Include="Assets\Scripts\Visualizer\PointCloudBehaviour.cs" />
<Compile Include="Assets\Scripts\Visualizer\SpectrumVisualizer.cs" />
<Compile Include="Assets\Scripts\Visualizer\Threshold.cs" />
<Compile Include="Assets\Scripts\Visualizer\WaterfallVisualizer.cs" />
<Compile Include="Assets\Scripts\Visualizer\WaveformVisualizerBehaviour.cs" />
<Compile Include="Assets\ThridParty\KinectScript\CameraIntrinsics.cs" />

View file

@ -7,7 +7,7 @@ namespace cylvester
public class PdBackendEditor : Editor
{
private PdBackend pdBackend_;
private SerializedProperty onControlMessageReceivedProperty_;
private SerializedProperty controlMessageReceivedProperty_;
private readonly string[] samples_ =
{
@ -33,8 +33,8 @@ namespace cylvester
serializedObject.Update();
pdBackend_ = (PdBackend) target;
onControlMessageReceivedProperty_ = serializedObject.FindProperty("onControlMessageReceived");
EditorGUILayout.PropertyField(onControlMessageReceivedProperty_);
controlMessageReceivedProperty_ = serializedObject.FindProperty("controlMessageReceived");
EditorGUILayout.PropertyField(controlMessageReceivedProperty_);
if (Application.isPlaying)
{

View file

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@ -1,18 +0,0 @@
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using System.Collections.Generic;
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{
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using UnityEngine;
namespace cylvester
{
public class ConstructionColumnBehaviour : MonoBehaviour
{
private Vector3 direction_;
private void Start()
{
direction_ = new Vector3(Random.Range(-1.0f, 1.0f), 0f, Random.Range(-10.0f, 10.0f));
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{
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spawner : MonoBehaviour
{
[SerializeField] private GameObject column;
public void OnThresholdExceeded()
{
var columnObject = Instantiate(column);
columnObject.transform.parent = this.transform;
}
}

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View file

@ -11,6 +11,7 @@ namespace cylvester
public void OnValueReceived(float value)
{
Debug.Log(value);
if (value > threshold && !over_)
{
over_ = true;

View file

@ -14,7 +14,7 @@ namespace cylvester
public class PdBackend : MonoBehaviour, IPdBackend
{
[SerializeField] UnityControlEvent onControlMessageReceived = null;
[SerializeField] UnityControlEvent controlMessageReceived = null;
public int samplePlayback;
@ -54,7 +54,8 @@ namespace cylvester
onSamplePlaybackChanged_ = () => { pdSender_.Send(new[]{(byte)PdMessage.SampleSound, (byte)samplePlayback}); };
onControlMessageReceived_ = (message) => {
onControlMessageReceived.Invoke(message); };
controlMessageReceived.Invoke(message);
};
samplePlaybackObserver_.ValueChanged += onSamplePlaybackChanged_;
midiParser_.ControlMessageReceived += onControlMessageReceived_;

View file

@ -14,7 +14,7 @@ namespace cylvester
{
[SerializeField] private PdBackend pdbackend;
[SerializeField, Range(1, 16)] private int channel = 1;
[SerializeField] private LevelEvent onLevelChanged;
[SerializeField] private LevelEvent levelChanged;
private float level_;
void Update()
@ -24,7 +24,7 @@ namespace cylvester
if (level_ != level)
{
level_ = level;
onLevelChanged.Invoke(level_);
levelChanged.Invoke(level_);
}
}
}

View file

@ -4,14 +4,13 @@ using UnityEngine.Events;
namespace cylvester
{
[System.Serializable]
class UnityFloatEvent : UnityEvent<float> { }
class EnergyChangeEvent : UnityEvent<float> { }
public class PdSpectrumBind : MonoBehaviour
{
[SerializeField] private PdBackend pdBackend = null;
[SerializeField] private Rect selection = Rect.zero;
[SerializeField] private UnityFloatEvent energyChanged = null;
[SerializeField] private EnergyChangeEvent energyChanged = null;
[SerializeField] private int channel = 0;
private ISpectrumGenerator spectrumGenerator_;

View file

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To import the asset to 2018 for the HDRP please do:
1) Import the package to 2018.3 or higher
2) Switch the Shader for the used materials to LIT-Shader
3) Re-assign the textures to the materials:
a) _albedo to the albedo channel
b) _normal to the normal channel
c) _maskmap to the maskmap channel (includes: metallic, ao and smoothness)
That´s it!
Have fun
For further questions mail to:
info@vis-games.de

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