/// <summary> /// Begins a traversing impulse at the provided origin. /// Will play on pads that are the origin, destination or 'in-between' them. /// Defaults to a simple 'hum' effect if you don't call WithEffect() /// Remember to call .Play() on the returned impulse. /// </summary> /// <param name="origin">The starting AreaFlag. Only provided a single AreaFlag pad.</param> /// <param name="destination">The ending location for the traversing impulse.</param> /// <returns>The Impulse that you can call .Play() on to play a create a HapticHandle referencing that Haptic</returns> public static Impulse BeginTraversingImpulse(AreaFlag origin, AreaFlag destination) { if (!origin.IsSingleArea() || !destination.IsSingleArea()) { Debug.LogError("Invalid AreaFlag Provided: Origin is [" + origin.NumberOfAreas() + "] area(s) and Destination is [" + destination.NumberOfAreas() + "] area(s).\n\tImpulse Generator only supports single area flag values.\n"); return(null); } CreateImpulse creation = delegate(float attenuation, float totalLength, HapticSequence seq) { HapticPattern emanation = new HapticPattern(); var stages = _grapher.Dijkstras(origin, destination); float timeStep = totalLength / stages.Count; float time = 0.0f; float baseStrength = 1f; for (int i = 0; i < stages.Count; i++) { if (i > 0) { baseStrength *= (attenuation); } //Debug.Log(timeStep + "\n" + baseStrength + "\n"); emanation.AddSequence(time, stages[i].Location, Mathf.Clamp(baseStrength, 0f, 1f), seq); time += timeStep; } return(emanation.CreateHandle().Play()); }; return(new Impulse(creation)); }
internal Impulse(CreateImpulse process) { this.process = process; this.attenuation = 1.0f; this.totalLength = 2.0f; WithEffect(Effect.Hum); }
/// <summary> /// Begins a traversing impulse at the provided origin. /// Will play on pads that are the origin, destination or 'in-between' them. /// Defaults to a simple 'hum' effect if you don't call WithEffect() /// Remember to call .Play() on the returned impulse. /// </summary> /// <param name="origin">The starting AreaFlag. Only provided a single AreaFlag pad.</param> /// <param name="destination">The ending location for the traversing impulse.</param> /// <returns>The Impulse that you can call .Play() on to play a create a HapticHandle referencing that Haptic</returns> public static Impulse BeginTraversingImpulse(AreaFlag origin, AreaFlag destination) { CreateImpulse creation = delegate(float attenuation, float totalLength, HapticSequence seq) { HapticPattern emanation = new HapticPattern(); var stages = _grapher.Dijkstras(origin, destination); float timeStep = totalLength / stages.Count; float time = 0.0f; float baseStrength = 1f; for (int i = 0; i < stages.Count; i++) { if (i > 0) { baseStrength *= (1.0f - attenuation); } emanation.AddSequence(time, stages[i].Location, Mathf.Clamp(baseStrength, 0f, 1f), seq); time += timeStep; } return(emanation.CreateHandle().Play()); }; return(new Impulse(creation)); }
/// <summary> /// Begins an emanating impulse at the provided origin. /// Defaults to a simple 'hum' effect if you don't call WithEffect() /// Remember to call .Play() on the returned impulse. /// </summary> /// <param name="origin">The starting AreaFlag. Only provided a single AreaFlag pad.</param> /// <param name="depth">How many pads this will traverse before ending (will not reverb off 'end paths')</param> /// <returns>An Impulse object which can be given a HapticSequence, duration or Attenuation parameters /// Remember to call Play() on the returned object to begin the emanation /// <returns>The Impulse that you can call .Play() on to play a create a HapticHandle referencing that Haptic</returns> public static Impulse BeginEmanatingEffect(AreaFlag origin, int depth = 2) { if (depth < 0) { Debug.LogError("Depth for emanation is negative: " + depth + "\n\tThis will be clamped to 0 under the hood, negative numbers will likely do nothing"); } CreateImpulse creation = delegate(float attenuation, float totalLength, HapticSequence seq) { HapticPattern emanation = new HapticPattern(); var stages = _grapher.BFS(origin, depth); float baseStrength = 1.0f; float timeStep = totalLength / stages.Count; float time = 0.0f; for (int i = 0; i < stages.Count; i++) { AreaFlag area = AreaFlag.None; foreach (var item in stages[i]) { area |= item.Location; } if (i > 0) { baseStrength *= (1.0f - attenuation); } emanation.AddSequence(time, area, Mathf.Clamp(baseStrength, 0f, 1f), seq); time += timeStep; } return(emanation.CreateHandle().Play()); }; return(new Impulse(creation)); }
//public static NewGraphEngine _newGrapher = new NewGraphEngine(); /// <summary> /// Begins an emanating impulse at the provided origin. /// Defaults to a simple 'hum' effect if you don't call WithEffect() /// Remember to call .Play() on the returned impulse. /// </summary> /// <param name="origin">The starting AreaFlag. Only provided a single AreaFlag pad.</param> /// <param name="depth">How many pads this will traverse before ending (will not reverb off 'end paths')</param> /// <returns>An Impulse object which can be given a HapticSequence, duration or Attenuation parameters /// Remember to call Play() on the returned object to begin the emanation /// <returns>The Impulse that you can call .Play() on to play a create a HapticHandle referencing that Haptic</returns> public static Impulse BeginEmanatingEffect(AreaFlag origin, int depth = 2) { if (!origin.IsSingleArea()) { Debug.LogError("Invalid AreaFlag Provided: Origin is [" + origin.NumberOfAreas() + "] area(s).\n\tImpulse Generator only supports single area flag values.\n"); return(null); } if (depth < 0) { Debug.LogError("Depth for emanation is negative: " + depth + "\n\tThis will be clamped to 0 under the hood, negative numbers will likely do nothing"); } CreateImpulse creation = delegate(float attenuation, float totalLength, HapticSequence seq) { HapticPattern emanation = new HapticPattern(); var stages = _grapher.BFS(origin, depth); //var stages = _newGrapher.BFS(origin, depth); float baseStrength = 1.0f; float timeStep = totalLength / stages.Count; float time = 0.0f; for (int i = 0; i < stages.Count; i++) { AreaFlag area = AreaFlag.None; foreach (var item in stages[i]) { area |= item.Location; //area |= item.ConvertToAreaFlag(); } if (i > 0) { baseStrength *= (attenuation); } emanation.AddSequence(time, area, Mathf.Clamp(baseStrength, 0f, 1f), seq); time += timeStep; } return(emanation.CreateHandle().Play()); }; return(new Impulse(creation)); }
/// <summary> /// Begins a traversing impulse at the provided origin. /// Will play on pads that are the origin, destination or 'in-between' them. /// Defaults to a simple 'hum' effect if you don't call WithEffect() /// Remember to call .Play() on the returned impulse. /// </summary> /// <param name="origin">The starting AreaFlag. Only provided a single AreaFlag pad.</param> /// <param name="destination">The ending location for the traversing impulse.</param> /// <returns>The Impulse that you can call .Play() on to play a create a HapticHandle referencing that Haptic</returns> public static Impulse BeginTraversingImpulse(AreaFlag origin, AreaFlag destination) { CreateImpulse creation = delegate(float attenuation, float totalLength, CodeSequence seq) { CodePattern emanation = new CodePattern(); var stages = _grapher.Dijkstras(origin, destination); float timeStep = totalLength / stages.Count; float time = 0.0f; for (int i = 0; i < stages.Count; i++) { if (i > 0) { seq.Strength *= (1.0f - attenuation); } emanation.AddSequence(time, stages[i].Location, seq); time += timeStep; } return(emanation.Play()); }; return(new Impulse(creation)); }