LibPdIntegrationExamples/Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs
2018-07-18 09:43:52 +01:00

66 lines
2.8 KiB
C#

// 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);
}
}