/// <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); }
/// <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)); }
/// <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 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()); }
//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)); }