implement FFT waterfall
This commit is contained in:
parent
ea699a147f
commit
d9855e069e
16 changed files with 1192 additions and 240 deletions
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@ -77,8 +77,11 @@
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<Compile Include="Assets\Scripts\VideoInput\InfraredCamera.cs" />
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<Compile Include="Assets\Scripts\VideoInput\KinectManagerBehaviour.cs" />
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<Compile Include="Assets\Scripts\VideoInput\KinectSensor.cs" />
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<Compile Include="Assets\Scripts\Visualizer\CombMesh.cs" />
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<Compile Include="Assets\Scripts\Visualizer\IRPanelBehaviour.cs" />
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<Compile Include="Assets\Scripts\Visualizer\PointCloudBehaviour.cs" />
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<Compile Include="Assets\Scripts\Visualizer\SpectrumVisualizer.cs" />
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<Compile Include="Assets\Scripts\Visualizer\WaterfallVisualizer.cs" />
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<Compile Include="Assets\Scripts\Visualizer\WaveformVisualizerBehaviour.cs" />
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<Compile Include="Assets\ThridParty\KinectScript\CameraIntrinsics.cs" />
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<Compile Include="Assets\ThridParty\KinectScript\CollectionMap.cs" />
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@ -175,6 +178,7 @@
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<Compile Include="Assets\ThridParty\Windows\Kinect\TrackingConfidence.cs" />
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<Compile Include="Assets\ThridParty\Windows\Kinect\TrackingState.cs" />
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<Compile Include="Assets\ThridParty\Windows\Kinect\Vector4.cs" />
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<None Include="Assets\Shader\FFT.shader" />
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<None Include="Assets\Shader\Vertex Modifier.shader" />
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<None Include="Assets\Resources\buildNumber.txt" />
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<Reference Include="Unity.RenderPipelines.Core.Editor">
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@ -76,9 +76,7 @@ VisualEffectResource:
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64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define
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VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
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1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE
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1\n\n\nCBUFFER_START(parameters)\n float3 ArcSphere_sphere_center_a;\n float
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ArcSphere_sphere_radius_a;\n float ArcSphere_arc_a;\n float Speed_b;\n
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\ float DirectionBlend_b;\n float Min_c;\n float Max_c;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include
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1\n\n\nCBUFFER_START(parameters)\n float Speed_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
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attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
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@ -129,17 +127,18 @@ VisualEffectResource:
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VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
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VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
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\ \n {\n PositionSphere_0( /*inout */position, /*inout
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*/seed, /*inout */direction, ArcSphere_sphere_center_a, ArcSphere_sphere_radius_a,
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ArcSphere_arc_a, (float)1);\n }\n VelocityRandomize_18D( /*inout
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*/velocity, /*inout */direction, /*inout */seed, Speed_b, DirectionBlend_b);\n
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\ SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, Min_c, Max_c);\n
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\ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint
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deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
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\ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
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\ attributeBuffer.Store3((index * 0x4 + 0x7F000) << 2,asuint(velocity));\n
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\ attributeBuffer.Store((index * 0x4 + 0x7F003) << 2,asuint(lifetime));\n
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\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index
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* 0x8 + 0x4) << 2,asuint(age));\n \n\n }\n#else\n uint
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*/seed, /*inout */direction, float3(0,0,0), (float)1, (float)6.283185, (float)1);\n
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\ }\n {\n VelocityRandomize_18D( /*inout */velocity,
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\ /*inout */direction, /*inout */seed, Speed_b, (float)1);\n }\n {\n
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\ SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, (float)4,
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(float)9);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n
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\ {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint
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index = deadListIn[deadIndex];\n attributeBuffer.Store3((index *
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0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
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* 0x4 + 0x7F000) << 2,asuint(velocity));\n attributeBuffer.Store((index
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* 0x4 + 0x7F003) << 2,asuint(lifetime));\n attributeBuffer.Store((index
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* 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index *
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0x8 + 0x4) << 2,asuint(age));\n \n\n }\n#else\n uint
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index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
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2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x7F000)
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<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x4 + 0x7F003)
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@ -210,8 +209,8 @@ VisualEffectResource:
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VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
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VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define
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VFX_LOCAL_SPACE 1\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t float4 Scale_d;\n\t\t
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\ float Size_b;\n\t\t float Scale_c;\n\t\t float gradient_e;\n\t\t uint
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PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
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\ float gradient_e;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D
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mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
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VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#define
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IS_TRANSPARENT_PARTICLE (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\n\t\t\n\t\tByteAddressBuffer
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attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
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@ -289,8 +288,9 @@ VisualEffectResource:
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scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
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scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index
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* 0x8 + 0x4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6(
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/*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tSetAttribute_3278B22F(
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/*inout */size, Size_b);\n\t\t\t\tSetAttribute_D5151644( /*inout */scaleX, Scale_c);\n\t\t\t\tAttributeFromCurve_5369138A(
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/*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t
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\ SetAttribute_3278B22F( /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
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\ SetAttribute_D5151644( /*inout */scaleX, (float)0.05);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_5369138A(
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/*inout */scaleY, age, lifetime, Scale_d);\n\t\t\t\tColorOverLife_733E3(age,
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lifetime, /*inout */color, /*inout */alpha, gradient_e);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
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(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id
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@ -335,13 +335,13 @@ VisualEffectResource:
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@ -601,7 +457,7 @@ VisualEffectResource:
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@ -646,7 +502,7 @@ VisualEffectResource:
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8
UnityProject/Assets/Scripts/Math.meta
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8
UnityProject/Assets/Scripts/Math.meta
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85
UnityProject/Assets/Scripts/Visualizer/CombMesh.cs
Normal file
85
UnityProject/Assets/Scripts/Visualizer/CombMesh.cs
Normal file
|
@ -0,0 +1,85 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace cylvester
|
||||
{
|
||||
public interface ICombMesh
|
||||
{
|
||||
Vector3[] Vertices { get; }
|
||||
int[] Indices { get; }
|
||||
void Update(float[] spectrum);
|
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}
|
||||
|
||||
public class CombMesh : ICombMesh
|
||||
{
|
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public Vector3[] Vertices { get; }
|
||||
public int[] Indices { get; }
|
||||
private IPdArray fftArray_;
|
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private int numberOfTeeth_;
|
||||
|
||||
public CombMesh (int numberOfTeeth, float gap)
|
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{
|
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numberOfTeeth_ = numberOfTeeth;
|
||||
Vertices = CreateVertices(gap);
|
||||
Indices = CreateIndices();
|
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}
|
||||
|
||||
public void Update(float[] spectrum)
|
||||
{
|
||||
var index = numberOfTeeth_ * 2;
|
||||
|
||||
for (var i = 0; i < numberOfTeeth_; ++i)
|
||||
{
|
||||
Vertices[index++].y = spectrum[i];
|
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Vertices[index++].y = spectrum[i];
|
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}
|
||||
}
|
||||
|
||||
private Vector3[] CreateVertices(float gap)
|
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{
|
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var numVerticesPerLine = numberOfTeeth_ * 2;
|
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var numTotalLineVertices = numberOfTeeth_ * 4;
|
||||
var currentPos = -1f;
|
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var step = 2f / (numberOfTeeth_ - 1);
|
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var width = (1f - gap) * step;
|
||||
|
||||
var vertices = new Vector3[numTotalLineVertices];
|
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for (var i = 0; i < numberOfTeeth_ - 1; ++i)
|
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{
|
||||
var index = i * 2;
|
||||
vertices[index] = new Vector3(currentPos, 0, 0);
|
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vertices[index+1] = new Vector3(currentPos + width , 0, 0);
|
||||
|
||||
vertices[index+numVerticesPerLine] = new Vector3(currentPos, 1, 0);
|
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vertices[index+1+numVerticesPerLine] = new Vector3(currentPos + width, 1, 0);
|
||||
|
||||
currentPos += step;
|
||||
}
|
||||
|
||||
return vertices;
|
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}
|
||||
|
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private int[] CreateIndices( )
|
||||
{
|
||||
var numIndices = numberOfTeeth_ * 6;
|
||||
|
||||
var offset = numberOfTeeth_ * 2;
|
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var indices = new int[numIndices];
|
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var index = 0;
|
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for (var i = 0; i < numberOfTeeth_; ++i)
|
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{
|
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var onset = i * 2;
|
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indices[index++] = 0 + onset;
|
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indices[index++] = offset + onset;
|
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indices[index++] = 1 + onset;
|
||||
|
||||
indices[index++] = offset + onset;
|
||||
indices[index++] = offset + 1 + onset;
|
||||
indices[index++] = 1 + onset;
|
||||
}
|
||||
|
||||
return indices;
|
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}
|
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|
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|
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}
|
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}
|
3
UnityProject/Assets/Scripts/Visualizer/CombMesh.cs.meta
Normal file
3
UnityProject/Assets/Scripts/Visualizer/CombMesh.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
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guid: ba75af803c66466f9abcab717aeae230
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timeCreated: 1570103181
|
39
UnityProject/Assets/Scripts/Visualizer/SpectrumVisualizer.cs
Normal file
39
UnityProject/Assets/Scripts/Visualizer/SpectrumVisualizer.cs
Normal file
|
@ -0,0 +1,39 @@
|
|||
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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}
|
|
@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -0,0 +1,45 @@
|
|||
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];
|
||||
|
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for (var i = 0; i < historySize; ++i)
|
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{
|
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var instance = Instantiate(spectrumPrefab, gameObject.transform, true);
|
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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;
|
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|
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for (var i = 0; i < historySize; ++i)
|
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{
|
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var index = (head_ + i) % historySize;
|
||||
transforms_[index].localPosition = new Vector3(0, 0, 1f * i);
|
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}
|
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}
|
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}
|
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}
|
|
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0c82a77964e24d32b62dbe21578d8d79
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timeCreated: 1570117849
|
Loading…
Reference in a new issue