implement FFT waterfall

This commit is contained in:
Chikashi Miyama 2019-10-03 19:06:11 +02:00
parent ea699a147f
commit d9855e069e
16 changed files with 1192 additions and 240 deletions

View file

@ -77,8 +77,11 @@
<Compile Include="Assets\Scripts\VideoInput\InfraredCamera.cs" />
<Compile Include="Assets\Scripts\VideoInput\KinectManagerBehaviour.cs" />
<Compile Include="Assets\Scripts\VideoInput\KinectSensor.cs" />
<Compile Include="Assets\Scripts\Visualizer\CombMesh.cs" />
<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\WaterfallVisualizer.cs" />
<Compile Include="Assets\Scripts\Visualizer\WaveformVisualizerBehaviour.cs" />
<Compile Include="Assets\ThridParty\KinectScript\CameraIntrinsics.cs" />
<Compile Include="Assets\ThridParty\KinectScript\CollectionMap.cs" />
@ -175,6 +178,7 @@
<Compile Include="Assets\ThridParty\Windows\Kinect\TrackingConfidence.cs" />
<Compile Include="Assets\ThridParty\Windows\Kinect\TrackingState.cs" />
<Compile Include="Assets\ThridParty\Windows\Kinect\Vector4.cs" />
<None Include="Assets\Shader\FFT.shader" />
<None Include="Assets\Shader\Vertex Modifier.shader" />
<None Include="Assets\Resources\buildNumber.txt" />
<Reference Include="Unity.RenderPipelines.Core.Editor">

View file

@ -76,9 +76,7 @@ VisualEffectResource:
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VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE
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@ -129,17 +127,18 @@ VisualEffectResource:
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@ -210,8 +209,8 @@ VisualEffectResource:
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@ -289,8 +288,9 @@ VisualEffectResource:
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using UnityEngine;
namespace cylvester
{
public interface ICombMesh
{
Vector3[] Vertices { get; }
int[] Indices { get; }
void Update(float[] spectrum);
}
public class CombMesh : ICombMesh
{
public Vector3[] Vertices { get; }
public int[] Indices { get; }
private IPdArray fftArray_;
private int numberOfTeeth_;
public CombMesh (int numberOfTeeth, float gap)
{
numberOfTeeth_ = numberOfTeeth;
Vertices = CreateVertices(gap);
Indices = CreateIndices();
}
public void Update(float[] spectrum)
{
var index = numberOfTeeth_ * 2;
for (var i = 0; i < numberOfTeeth_; ++i)
{
Vertices[index++].y = spectrum[i];
Vertices[index++].y = spectrum[i];
}
}
private Vector3[] CreateVertices(float gap)
{
var numVerticesPerLine = numberOfTeeth_ * 2;
var numTotalLineVertices = numberOfTeeth_ * 4;
var currentPos = -1f;
var step = 2f / (numberOfTeeth_ - 1);
var width = (1f - gap) * step;
var vertices = new Vector3[numTotalLineVertices];
for (var i = 0; i < numberOfTeeth_ - 1; ++i)
{
var index = i * 2;
vertices[index] = new Vector3(currentPos, 0, 0);
vertices[index+1] = new Vector3(currentPos + width , 0, 0);
vertices[index+numVerticesPerLine] = new Vector3(currentPos, 1, 0);
vertices[index+1+numVerticesPerLine] = new Vector3(currentPos + width, 1, 0);
currentPos += step;
}
return vertices;
}
private int[] CreateIndices( )
{
var numIndices = numberOfTeeth_ * 6;
var offset = numberOfTeeth_ * 2;
var indices = new int[numIndices];
var index = 0;
for (var i = 0; i < numberOfTeeth_; ++i)
{
var onset = i * 2;
indices[index++] = 0 + onset;
indices[index++] = offset + onset;
indices[index++] = 1 + onset;
indices[index++] = offset + onset;
indices[index++] = offset + 1 + onset;
indices[index++] = 1 + onset;
}
return indices;
}
}
}

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using UnityEngine;
namespace cylvester
{
public interface ISpectrumVisualizer
{
float[] Spectrum { set; }
}
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class SpectrumVisualizer : MonoBehaviour, ISpectrumVisualizer
{
private MeshFilter meshFilter_;
private ICombMesh combMesh_;
private void Start()
{
combMesh_ = new CombMesh(512, 0.1f);
meshFilter_ = GetComponent<MeshFilter>();
meshFilter_.mesh = new Mesh
{
vertices = combMesh_.Vertices,
triangles = combMesh_.Indices
};
}
public float[] Spectrum
{
set
{
combMesh_.Update(value);
meshFilter_.mesh.vertices = combMesh_.Vertices;
}
}
}
}

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using UnityEngine;
namespace cylvester
{
public class WaterfallVisualizer : MonoBehaviour
{
private const int historySize = 32;
[SerializeField] private PdBackend pdBackend;
[SerializeField] private GameObject spectrumPrefab;
[SerializeField, Range(1, 16)] private int channel = 1;
private IPdArray spectrumArray_;
private ISpectrumVisualizer[] visualizers_;
private Transform[] transforms_;
private int head_;
private void Start()
{
visualizers_ = new ISpectrumVisualizer[historySize];
transforms_ = new Transform[historySize];
for (var i = 0; i < historySize; ++i)
{
var instance = Instantiate(spectrumPrefab, gameObject.transform, true);
transforms_[i] = instance.transform;
visualizers_[i] = instance.GetComponent<SpectrumVisualizer>();
}
}
public void Update()
{
spectrumArray_ = pdBackend.fftArrayContainer[channel-1];
visualizers_[head_].Spectrum = spectrumArray_.Data;
head_++;
head_ %= historySize;
for (var i = 0; i < historySize; ++i)
{
var index = (head_ + i) % historySize;
transforms_[index].localPosition = new Vector3(0, 0, 1f * i);
}
}
}
}

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