Merge branch 'master' into Add-Calculated-Transition-Speed-to-TimelineController

This commit is contained in:
max 2020-01-09 10:12:31 +01:00
commit 870ded05fd
220 changed files with 258621 additions and 18 deletions

1
.gitignore vendored
View file

@ -9,3 +9,4 @@ UnityProject/.idea/.idea.UnityProject/.idea
UnityProject/Assets/Plugins/Editor/JetBrains.meta
UnityProject/Assets/Scenes/Examples/KinectSkeleton ForceHands with Sound/Materials/Horse_Head.obj.meta
UnityProject/Assets/Scenes/Examples/KinectSkeleton ForceHands with Sound/Materials/Horse_Head.obj
*.blend

View file

@ -3,6 +3,8 @@ All developers have to use the following version of software
- Unity 2018.4.3f1 (LTS)
- Microsoft Visual Studio Commmunity 2017. version 15.9.13
- Pure Data 0.49.1 **64 bit** (Install via installer)
- Kinect Azure Sensor SDK 1.3.0
- Kinect Azure Body Tracking SDK 0.9.5
# Recommended IDE
- rider by jetbrains if available
@ -30,8 +32,10 @@ To use this Features PdBackend should exist in the scene.
## shmem
The Unity project access the Arrays in Pd patch via shmem (Shmem) object
## wix heat command
execute following command under bin directory
## Nuget package
heat dir . -ag -gg -dr Cylvester -directoryid Cylvester -srd -sreg -cg UnityComponentGroup -out source.wxs -var var.UnityBuildDir
Some advanced feature such as Kinect Azure requires extra nuget package, using Unity NuGet.
https://github.com/xoofx/UnityNuGet
To add a registry, edit SoundVision/UnityProject/Packages/manifest.json

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@ -76,6 +76,7 @@
<Compile Include="Assets\Editor\UnitTest\UnitTest_SpectrumGeneratorEditMode.cs" />
<Compile Include="Assets\Editor\UnitTest\UnitTest_SpectrumGeneratorPlayMode.cs" />
<Compile Include="Assets\ThridParty\Editor\KinectCopyPluginDataHelper.cs" />
<Compile Include="Assets\ThridParty\Keijiro\Editor\DeviceSettingsEditor.cs" />
<Reference Include="UnityEditor.TestRunner">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.TestRunner.dll</HintPath>
</Reference>
@ -361,6 +362,9 @@
<Reference Include="Castle.Core">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Assets/Plugins/Castle.Core.dll</HintPath>
</Reference>
<Reference Include="Microsoft.Azure.Kinect.Sensor">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Assets/Plugins/Microsoft.Azure.Kinect.Sensor.dll</HintPath>
</Reference>
<Reference Include="NSubstitute">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Assets/Plugins/NSubstitute.dll</HintPath>
</Reference>
@ -385,6 +389,18 @@
<Reference Include="ICSharpCode.NRefactory">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/com.unity.render-pipelines.high-definition@6.9.1-preview/Editor/Core/ShaderGenerator/ICSharpCode.NRefactory.dll</HintPath>
</Reference>
<Reference Include="System.Buffers">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/org.nuget.system.buffers@4.4.0/System.Buffers.dll</HintPath>
</Reference>
<Reference Include="System.Memory">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/org.nuget.system.memory@4.5.3/System.Memory.dll</HintPath>
</Reference>
<Reference Include="System.Numerics.Vectors">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/org.nuget.system.numerics.vectors@4.4.0/System.Numerics.Vectors.dll</HintPath>
</Reference>
<Reference Include="System.Runtime.CompilerServices.Unsafe">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/org.nuget.system.runtime.compilerservices.unsafe@4.5.2/System.Runtime.CompilerServices.Unsafe.dll</HintPath>
</Reference>
<Reference Include="nunit.framework">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/com.unity.ext.nunit@1.0.0/net35/unity-custom/nunit.framework.dll</HintPath>
</Reference>

View file

@ -62,6 +62,8 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\LookupTexture.cs" />
<Compile Include="Assets\LookupTextureMapper.cs" />
<Compile Include="Assets\Scenes\Examples\Composition\script\BallMapping.cs" />
<Compile Include="Assets\Scenes\Examples\Composition\script\RmsAnalyzer.cs" />
<Compile Include="Assets\Scenes\Examples\KinectSceneGraph\AdvancedMesh.cs" />
@ -76,6 +78,8 @@
<Compile Include="Assets\Scenes\Examples\KinectSkeleton\scripts\Skeleton.cs" />
<Compile Include="Assets\Scenes\Examples\LevelThreshold\script\ConstructionColumnBehaviour.cs" />
<Compile Include="Assets\Scenes\Examples\LevelThreshold\script\Spawner.cs" />
<Compile Include="Assets\Scenes\Examples\Max Silly Demos\Scripts\RotateGameObject.cs" />
<Compile Include="Assets\Scenes\Examples\Max Silly Demos\Scripts\VFXAudioTrigger.cs" />
<Compile Include="Assets\Scenes\Examples\MIDI\script\CubeSync.cs" />
<Compile Include="Assets\Scenes\Examples\MIDI\script\MidiSyncCounter.cs" />
<Compile Include="Assets\Scenes\Examples\MIDI\script\Mover.cs" />
@ -96,12 +100,15 @@
<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" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SpectrogramVFXBind.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SpectrumVFXBind1.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SpectrumVFXBind2.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\WaveFormVFXBind.cs" />
<Compile Include="Assets\Scripts\Kinect\KinectJointBind.cs" />
<Compile Include="Assets\Scripts\Kinect\KinectManagerBehaviour.cs" />
<Compile Include="Assets\Scripts\Kinect\KinectPointCloud.cs" />
<Compile Include="Assets\Scripts\Kinect\MovementBaker.cs" />
<Compile Include="Assets\Scripts\Kinect\MovementBakerRenderTexture.cs" />
<Compile Include="Assets\Scripts\Math\BodyHolder.cs" />
<Compile Include="Assets\Scripts\Math\Smoother.cs" />
<Compile Include="Assets\Scripts\Math\Threshold.cs" />
@ -138,6 +145,13 @@
<Compile Include="Assets\Scripts\Visualizer\TexturePanelBehaviour.cs" />
<Compile Include="Assets\Scripts\Visualizer\WaterfallVisualizer.cs" />
<Compile Include="Assets\Scripts\Visualizer\WaveformVisualizerBehaviour.cs" />
<Compile Include="Assets\ThridParty\Keijiro\DeviceSettings.cs" />
<Compile Include="Assets\ThridParty\Keijiro\Internal\DeviceSettingController.cs" />
<Compile Include="Assets\ThridParty\Keijiro\Internal\GraphicsExtensions.cs" />
<Compile Include="Assets\ThridParty\Keijiro\Internal\K4aExtensions.cs" />
<Compile Include="Assets\ThridParty\Keijiro\Internal\ThreadedDriver.cs" />
<Compile Include="Assets\ThridParty\Keijiro\Internal\XYTable.cs" />
<Compile Include="Assets\ThridParty\Keijiro\PointCloudBaker.cs" />
<Compile Include="Assets\ThridParty\KinectScript\CameraIntrinsics.cs" />
<Compile Include="Assets\ThridParty\KinectScript\CollectionMap.cs" />
<Compile Include="Assets\ThridParty\KinectScript\EventPump.cs" />
@ -236,6 +250,7 @@
<Compile Include="Assets\Tiling.cs" />
<None Include="Assets\Resources\Shader\Difference.compute" />
<None Include="Assets\ThridParty\Assets\Construction_Site_Column\README_Import_to_2018-HDRP.txt" />
<None Include="Assets\ThridParty\Keijiro\Internal\Unproject.shader" />
<None Include="Assets\ThridParty\Assets\JapaneseHouse\ReadMe.txt" />
<None Include="Assets\Resources\buildNumber.txt" />
<None Include="Assets\Third-Party-Notices.txt" />
@ -498,6 +513,9 @@
<Reference Include="Castle.Core">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Assets/Plugins/Castle.Core.dll</HintPath>
</Reference>
<Reference Include="Microsoft.Azure.Kinect.Sensor">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Assets/Plugins/Microsoft.Azure.Kinect.Sensor.dll</HintPath>
</Reference>
<Reference Include="NSubstitute">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Assets/Plugins/NSubstitute.dll</HintPath>
</Reference>
@ -513,6 +531,18 @@
<Reference Include="Unity.Analytics.Tracker">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/com.unity.analytics@3.3.2/Unity.Analytics.Tracker.dll</HintPath>
</Reference>
<Reference Include="System.Buffers">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/org.nuget.system.buffers@4.4.0/System.Buffers.dll</HintPath>
</Reference>
<Reference Include="System.Memory">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/org.nuget.system.memory@4.5.3/System.Memory.dll</HintPath>
</Reference>
<Reference Include="System.Numerics.Vectors">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/org.nuget.system.numerics.vectors@4.4.0/System.Numerics.Vectors.dll</HintPath>
</Reference>
<Reference Include="System.Runtime.CompilerServices.Unsafe">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/PackageCache/org.nuget.system.runtime.compilerservices.unsafe@4.5.2/System.Runtime.CompilerServices.Unsafe.dll</HintPath>
</Reference>
<Reference Include="mscorlib">
<HintPath>D:/Unity Installs/2019.2.8f1/Editor/2019.2.8f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/mscorlib.dll</HintPath>
</Reference>

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@ -0,0 +1,46 @@
using System;
using System.Timers;
using UnityEngine;
public class LookupTexture : MonoBehaviour
{
[SerializeField] private int length_ = 100;
public Texture2D texture_;
private float input_;
private int index_;
private void Start()
{
texture_ = new Texture2D(1, length_, TextureFormat.R8, false);
var pixels = texture_.GetPixels();
for (var i = 0; i < pixels.Length; i++)
pixels[i] = Color.black;
texture_.SetPixels(pixels);
texture_.Apply();
}
public void OnValueChanged (float value)
{
input_ = value/100;
}
private void Update()
{
for (int i = 0; i < length_; i++)
{
texture_.SetPixel(i, index_, new Color(input_, 0f, 0f));
}
texture_.Apply();
index_++;
index_ %= length_;
}
public Texture2D Texture => texture_;
public int Index => index_;
public int Length => length_;
}

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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LookupTextureMapper : MonoBehaviour
{
[SerializeField] private LookupTexture lookupTexture;
[SerializeField] private GameObject TextureOutput;
private Renderer lookupTextureRenderer_;
private static readonly int lookupTexture_ = Shader.PropertyToID("_BaseColorMap");
private static readonly int lookupTextureIndex_ = Shader.PropertyToID("_LookupTextureIndex");
private static readonly int lookupTextureLength_ = Shader.PropertyToID("_LookupTextureLength");
private void Start()
{
lookupTextureRenderer_ = TextureOutput.GetComponent<Renderer>();
}
private void Update()
{
lookupTextureRenderer_.material.SetTexture(lookupTexture_, lookupTexture.Texture);
lookupTextureRenderer_.material.SetInt(lookupTextureIndex_, lookupTexture.Index);
lookupTextureRenderer_.material.SetInt(lookupTextureLength_, lookupTexture.Length);
}
}

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using System;
using UnityEngine;
using UnityEngine.Events;
[Serializable]
public class UnityRotationEvent : UnityEvent<float>
{ }
public class RotateGameObject : MonoBehaviour
{
[SerializeField] float smooth = 5.0f;
[SerializeField] bool tiltAngleHorizontal;
[SerializeField] bool tiltAngleVertical;
[SerializeField] private UnityRotationEvent onRotationProcessed;
private float input_;
public void OnValueChanged(float value)
{
input_ = Mathf.Repeat(input_, 360) + value;
}
private void Update()
{
float tiltAroundZ;
float tiltAroundX;
// Smoothly tilts a transform towards a target rotation.
if (tiltAngleHorizontal)
{
tiltAroundZ = input_;
}
else tiltAroundZ = 0;
if (tiltAngleVertical)
{
tiltAroundX = input_;
}
else tiltAroundX = 0;
Quaternion target = Quaternion.Euler(tiltAroundX , 0, tiltAroundZ);
transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public class VFXAudioTrigger : MonoBehaviour
{
[SerializeField] private VisualEffect vfx;
[SerializeField] private string eventName;
public void OnThresholdExceeded()
{
vfx.SendEvent(eventName);
}
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