// Proximity2Float.cs - Script to send a float to a PD patch determined by the // player's proximity to a specific GameObject. // ----------------------------------------------------------------------------- // Copyright (c) 2018 Niall Moody // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // ----------------------------------------------------------------------------- using System.Collections; using System.Collections.Generic; using UnityEngine; /// Script to send a float to a PD patch determined by the player's proximity to /// a specific GameObject. public class Proximity2Float : MonoBehaviour { // The Pd patch we'll be communicating with. public LibPdInstance pdPatch; // We'll use the transform of the red sphere to judge the player's proximity. public Transform sphereTransform; /// All our calculations for this class take place in MonoBehaviour's /// Update() function. void Update() { //Get the distance between the sphere and the main camera. float proximity = Vector3.Distance(sphereTransform.position, Camera.main.transform.position); //We want proximity to be in the range 0 -> 1. //Since our blue circle has a diameter of 15, its radius will be 7.5, //hence the following scaling. proximity /= 7.5f; //We also want the pitch to increase as we get closer to the sphere, //so we invert proximity. proximity = 1.0f - proximity; if(proximity < 0.0f) proximity = 0.0f; //Send our frequency value to the PD patch. //Like in Button2Bang.cs/ButtonExample.pd, all we need to be able to //send floats to our PD patch is a named receive object in the patch (in //this case, named proximity). We can then use the SendFloat() function //to send our float value to that named receive object. // //See the FloatExample.pd patch for details. pdPatch.SendFloat("proximity", proximity); } }