Esempio n. 1
0
        /// <summary>
        /// Create a HapticPattern from a HapticDefinitionFile
        /// </summary>
        /// <param name="key">Name of the root effect</param>
        /// <param name="hdf">A HapticDefinitionFile containing the root effect</param>
        /// <returns></returns>
        public static HapticPattern CreatePatternFromHDF(string key, HapticDefinitionFile hdf)
        {
            string cleanedKey = HapticResources.CleanName(key);

            if (LoadedPatterns.ContainsKey(cleanedKey))
            {
                //Debug.Log("Pattern: " + cleanedKey + " already exists, returning it instead of needless reconstruction\n");
                return(LoadedPatterns[cleanedKey].Pattern);
            }

            HapticPattern pat = ScriptableObject.CreateInstance <HapticPattern>();
            var           pattern_def_array = hdf.pattern_definitions[key];

            foreach (var element in pattern_def_array)
            {
                //Debug.Log("Pattern Def Array: " + key + "  " + element.sequence + "\n");
                HapticSequence thisSeq = CreateSequenceFromHDF(element.sequence, hdf);
                thisSeq.name = element.sequence;

                ParameterizedSequence paraSeq = new ParameterizedSequence(thisSeq, element.ParseAreaFlag(), element.time, element.strength);
                pat.AddSequence(paraSeq);
            }

            EnsurePatternIsRemembered(cleanedKey, pat);
            return(pat);
        }
Esempio n. 2
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        /// <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));
        }
Esempio n. 3
0
        /// <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));
        }
Esempio n. 4
0
        /// <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 HapticHandle CreateCodeHaptic()
        {
            //Debug.Log("Hit\n");
            HapticSequence seq = new HapticSequence();

            seq.AddEffect(0.0f, new HapticEffect(Effect.Buzz, .2f));
            seq.AddEffect(0.3f, new HapticEffect(Effect.Click, 0.0f));
            //seq.Play(AreaFlag.All_Areas);

            HapticPattern pat = new HapticPattern();

            pat.AddSequence(0.5f, AreaFlag.Lower_Ab_Both, seq);
            pat.AddSequence(1.0f, AreaFlag.Mid_Ab_Both, seq);
            pat.AddSequence(1.5f, AreaFlag.Upper_Ab_Both, seq);
            pat.AddSequence(2.0f, AreaFlag.Chest_Both, seq);
            pat.AddSequence(2.5f, AreaFlag.Shoulder_Both, seq);
            pat.AddSequence(2.5f, AreaFlag.Back_Both, seq);
            pat.AddSequence(3.0f, AreaFlag.Upper_Arm_Both, seq);
            pat.AddSequence(3.5f, AreaFlag.Forearm_Both, seq);
            return(pat.CreateHandle().Play());
        }
Esempio n. 6
0
        //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));
        }