The idea is to process a loaded image. I first wanted to process it that way, that there is a white/black line going through the image.
Actual the problem is, that a new Thread (for Thread.Sleep) freezes the whole UI, while processing. And when I try a Dispatcher, the image doesn't update.
So I got a ProcessingClass:
public WriteableBitmap GetProcessedPicture(int i)
{
WriteableBitmap wb = image.image;
Process(ref wb, i);
return wb;
}
private void Process(ref WriteableBitmap wb, int j)
{
int stride = wb.PixelWidth * (wb.Format.BitsPerPixel + 7) / 8;
byte[] data = new byte[stride * wb.PixelHeight];
for (int i = 0; i < data.Length; i++) data[i] = 255;
//just to see some changes
wb.WritePixels(new Int32Rect(j, 0, 100, 100), data, stride, 0);
}
And the MainViewModel class (I'm using MVVM light) with:
public void Start_Click()
{
Application.Current.Dispatcher.BeginInvoke(new Action(() =>
{
for (int i = 0; i < 100; i++)
{
ImageSource = processingClass.GetProcessedPicture(i);
Thread.Sleep(100);
}
}));
};
Thanks for the help.
I don't think ImageSource (assuming it binds to Image.Source) accepts a WriteableBitmap. You have to convert it to a BitmapImage first!
Adjusting your code a bit I'd do something like:
public void Start_Click()
{
var t = new Task(() =>
{
for (var i = 0; i < 100; i++)
{
var writeablebitmap = processingClass.GetProcessedPicture(i);
var bitmapImage = processingClass.ConvertToBitmapImage(writeablebitmap);
Application.Current.Dispatcher.BeginInvoke(new Action(() =>
{
ImageSource = bitmapImage;
}));
Thread.Sleep(100);
}
});
t.Start();
}
This way you're not stalling the UI thread with your image processing, but you still update the image on the UI thread.
As for converting your WriteableBitmap to a BitmapImage, there are plenty of resources available on the internet, like this one
Related
I am sure that everybody knows about this script, http://wiki.unity3d.com/index.php/Floating_Origin, that fixes problems with floating origin easily.
The problem is that the script is outdated and does not move the particle effects created by visual effect graph.
I was trying to rewrite it but I cant seem to make an array to store all the particles, like with the previous one, thus I can't continue from there.
Here is my code:
// Based on the Unity Wiki FloatingOrigin script by Peter Stirling
// URL: http://wiki.unity3d.com/index.php/Floating_Origin
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.VFX;
using UnityEngine.Experimental.VFX;
public class FloatingOrigin : MonoBehaviour
{
[Tooltip("Point of reference from which to check the distance to origin.")]
public Transform ReferenceObject = null;
[Tooltip("Distance from the origin the reference object must be in order to trigger an origin shift.")]
public float Threshold = 5000f;
[Header("Options")]
[Tooltip("When true, origin shifts are considered only from the horizontal distance to orign.")]
public bool Use2DDistance = false;
[Tooltip("When true, updates ALL open scenes. When false, updates only the active scene.")]
public bool UpdateAllScenes = true;
[Tooltip("Should ParticleSystems be moved with an origin shift.")]
public bool UpdateParticles = true;
[Tooltip("Should TrailRenderers be moved with an origin shift.")]
public bool UpdateTrailRenderers = true;
[Tooltip("Should LineRenderers be moved with an origin shift.")]
public bool UpdateLineRenderers = true;
private ParticleSystem.Particle[] parts = null;
VisualEffect[] visualEffect = null;
void LateUpdate()
{
if (ReferenceObject == null)
return;
Vector3 referencePosition = ReferenceObject.position;
if (Use2DDistance)
referencePosition.y = 0f;
if (referencePosition.magnitude > Threshold)
{
MoveRootTransforms(referencePosition);
if (UpdateParticles)
MoveParticles(referencePosition);
if (UpdateTrailRenderers)
MoveTrailRenderers(referencePosition);
if (UpdateLineRenderers)
MoveLineRenderers(referencePosition);
}
}
private void MoveRootTransforms(Vector3 offset)
{
if (UpdateAllScenes)
{
for (int z = 0; z < SceneManager.sceneCount; z++)
{
foreach (GameObject g in SceneManager.GetSceneAt(z).GetRootGameObjects())
g.transform.position -= offset;
}
}
else
{
foreach (GameObject g in SceneManager.GetActiveScene().GetRootGameObjects())
g.transform.position -= offset;
}
}
private void MoveTrailRenderers(Vector3 offset)
{
var trails = FindObjectsOfType<TrailRenderer>() as TrailRenderer[];
foreach (var trail in trails)
{
Vector3[] positions = new Vector3[trail.positionCount];
int positionCount = trail.GetPositions(positions);
for (int i = 0; i < positionCount; ++i)
positions[i] -= offset;
trail.SetPositions(positions);
}
}
private void MoveLineRenderers(Vector3 offset)
{
var lines = FindObjectsOfType<LineRenderer>() as LineRenderer[];
foreach (var line in lines)
{
Vector3[] positions = new Vector3[line.positionCount];
int positionCount = line.GetPositions(positions);
for (int i = 0; i < positionCount; ++i)
positions[i] -= offset;
line.SetPositions(positions);
}
}
private void MoveParticles(Vector3 offset)
{
var particles = FindObjectsOfType<ParticleSystem>() as ParticleSystem[];
foreach (ParticleSystem system in particles)
{
if (system.main.simulationSpace != ParticleSystemSimulationSpace.World)
continue;
int particlesNeeded = system.main.maxParticles;
if (particlesNeeded <= 0)
continue;
bool wasPaused = system.isPaused;
bool wasPlaying = system.isPlaying;
if (!wasPaused)
system.Pause();
// ensure a sufficiently large array in which to store the particles
if (parts == null || parts.Length < particlesNeeded)
{
parts = new ParticleSystem.Particle[particlesNeeded];
}
// now get the particles
int num = system.GetParticles(parts);
for (int i = 0; i < num; i++)
{
parts[i].position -= offset;
}
system.SetParticles(parts, num);
if (wasPlaying)
system.Play();
}
var particles2 = FindObjectsOfType<VisualEffect>() as VisualEffect[];
foreach (VisualEffect system in particles2)
{
int particlesNeeded = system.aliveParticleCount;
if (particlesNeeded <= 0)
continue;
bool wasPaused = !system.isActiveAndEnabled;
bool wasPlaying = system.isActiveAndEnabled;
if (!wasPaused)
system.Stop();
// ensure a sufficiently large array in which to store the particles
if (visualEffect == null || visualEffect.Length < particlesNeeded)
{
visualEffect = new VisualEffect().visualEffectAsset[particlesNeeded];
}
// now get the particles
int num = system.GetParticles(parts);
for (int i = 0; i < num; i++)
{
parts[i].position -= offset;
}
system.SetParticles(parts, num);
if (wasPlaying)
system.Play();
}
}
}
On the line(this is a wrong line and everything below it too)
visualEffect = new VisualEffect().visualEffectAsset[particlesNeeded];
, I need to create a similar array to the line (correct one, but for the old particle system)
parts = new ParticleSystem.Particle[particlesNeeded];
that creates array full of particles (but with VisualEffect class).
If I can fix this one, there should not be any problem with the rest.
I think that solving this problem will help literally thousands of people now and in the future, since limitation for floating origin in unity are horrible and majority of people working in unity will need floating origin for their game worlds, with VFX graph particles.
Thanks for the help.
My question has been answered here:
https://forum.unity.com/threads/floating-origin-and-visual-effect-graph.962646/#post-6270837
I am making a simple voice visualization program. My goals are:
Playback microphone input
Visualize voice spectrum and gain in real time
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VisualizeVoice : MonoBehaviour
{
private const int NUM_SPECTRUM_SAMPLES = 256;
private const int NUM_SPECTRUM_BARS = 32;
private const int NUM_PCM_SAMPLES = 16000;
private const float BAR_DROP_SPEED = 1e-3f;
private const int NUM_SAMPLES_TO_AVERAGE = 8;
private string _deviceName;
private float[] _spectrumData = new float[NUM_SPECTRUM_SAMPLES];
private float[] _fPCMData = new float[NUM_PCM_SAMPLES];
private float _gain = 0;
private AudioClip _audio; // Audio from microphone
private AudioSource _playback; // To play the audio from microphone
// For visualization
private GameObject[] _spectrumBars = new GameObject[NUM_SPECTRUM_BARS];
private GameObject _gainBar;
// Start is called before the first frame update
void Start()
{
if (Microphone.devices.Length == 0) {
Debug.LogError("No Microphone");
return;
}
_deviceName = Microphone.devices[0];
Debug.Log("Current microphone is " + _deviceName);
if ((_playback = this.GetComponent<AudioSource>()) == null) {
_playback = this.gameObject.AddComponent<AudioSource>();
}
_playback.loop = true;
_playback.bypassEffects = true;
_playback.bypassListenerEffects = true;
_playback.bypassReverbZones = true;
_playback.priority = 0;
_playback.pitch = 1;
_playback.clip = _audio = Microphone.Start(_deviceName, true, 1, AudioSettings.outputSampleRate);
// Sync microphone and playback, but it always fails
float waitTime = 0;
while (!(Microphone.GetPosition(_deviceName) > 0) && waitTime <= 2)
waitTime += Time.deltaTime;
if (waitTime > 2) {
Debug.LogError("time out waiting for microphone");
}
_playback.Play();
InitVisualization();
}
// Update is called once per frame
void Update()
{
// Get PCM data and calculate gain
var audioPosition = Microphone.GetPosition(_deviceName);
_audio.GetData(_fPCMData, audioPosition);
UpdateGain();
// Get spectrum data
_playback.GetSpectrumData(_spectrumData, 0, FFTWindow.BlackmanHarris);
// Update visualization
UpdateVisualization();
}
private void InitVisualization()
{
// Initialize spectrum bars
for (int ibar = 0; ibar < NUM_SPECTRUM_BARS; ibar++) {
_spectrumBars[ibar] = GameObject.CreatePrimitive(PrimitiveType.Cube);
_spectrumBars[ibar].transform.parent = this.transform;
_spectrumBars[ibar].transform.localPosition = new Vector3(ibar, 0, 0);
_spectrumBars[ibar].transform.localScale = new Vector3(1, 0, 1);
}
// Initialize gain bar
_gainBar = GameObject.CreatePrimitive(PrimitiveType.Cube);
_gainBar.transform.parent = this.transform;
_gainBar.transform.localPosition = new Vector3(-5, 0, 0);
_gainBar.transform.localScale = new Vector3(4, 0, 1);
// Overall dimension
this.transform.localScale = new Vector3(0.2f, 10.0f, 0.2f);
}
private void UpdateVisualization()
{
// Update spectrum bars
int nSamplesPerBar = NUM_SPECTRUM_SAMPLES / NUM_SPECTRUM_BARS;
for (int ibar = 0; ibar < NUM_SPECTRUM_BARS; ibar++) {
// Calculate value of each bar
float value = 0;
for (int isample = 0; isample < nSamplesPerBar; isample++) {
value += _spectrumData[ibar * nSamplesPerBar + isample];
}
value /= nSamplesPerBar;
// Use current value if increasing, or slowly drop previous value if decreasing
float prevValue = _spectrumBars[ibar].transform.localScale.y;
if (value < prevValue)
value = prevValue - BAR_DROP_SPEED;
// Y scale is set to value
_spectrumBars[ibar].transform.localScale = new Vector3(1, value, 1);
}
// Update gain bar
_gainBar.transform.localScale = new Vector3(4, _gain, 1);
}
private void UpdateGain()
{
_gain = 0;
for(int i = 0; i < NUM_SAMPLES_TO_AVERAGE; i++) {
_gain += Mathf.Abs(_fPCMData[NUM_PCM_SAMPLES - i - 1]);
}
_gain /= NUM_SAMPLES_TO_AVERAGE;
}
}
Here are my questions:
I can't use while (!Microphone.GetPosition(_deviceName) > 0)); to avoid latency from microphone to speaker. If I use it, my application just freezes. If I add code to allow time-out, it has time-out every time.
The gain bar seems irrelevant with my voice. I don't know if my calculation is right.
I'm not sure if I need to average over multiple samples calculating gains, and how many samples I need to average over. I need this gain value later to detect silent moments and cut audio data.
To 1.
You can. Unity allows to define Start as a Coroutine
private IEnumerator Start()
{
...
}
On this way you can use a non blocking
while (!Microphone.GetPosition(_deviceName) > 0))
{
yield return null;
}
I am trying to implement a Dijkstra's algorithm into a fork/join threadpool (consists the main threadpool with a global task queue and N threads with its own task queue) based on Dijkstra's Solution of a problem in concurrent programming control and Frigo's and Leiserson's and Randall's The implementation of the cilk-5 multithreaded language.
But, it seems too complicated. So, I used Filter Lock from Art of Multiprocessor Programming as following:
Book's implementation
class Filter implements Lock {
int[] level;
int[] victim;
public Filter(int n) {
level = new int[n];
victim = new int[n]; // use 1..n-1
for (int i = 0; i < n; i++) {
level[i] = 0;
}
}
public void lock() {
int me = ThreadID.get();
for (int i = 1; i < n; i++) { //attempt level 1
level[me] = i;
victim[i] = me;
// spin while conflicts exist
while ((∃k != me) (level[k] >= i && victim[i] == me)) {};
}
}
public void unlock() {
int me = ThreadID.get();
level[me] = 0;
}
}
My implementation in threadpool
static int* flag;
static int* victim;
const int MAX = 1e9;
int ans = 0;
int nthreads = 10;
struct pt
{
int id;
pthread_t thread;
};
static bool existK(int j, int i, int nthreads){
for (int k = 0; k < nthreads ; k++){
if (flag[k] >= j && k != i)
{
return true;
}
}
return false;
}
void lock_init(void)
{
flag = (int *) calloc(nthreads, sizeof(int));
victim = (int *) calloc(nthreads, sizeof(int));
}
// Executed before entering critical section
void lock(int i)
{
for (int j = 1; j < nthreads; j++){
flag[i] = j;
victim[j] = i;
while (existK(j, i, nthreads) && victim[j] == i);
}
}
// Executed after leaving critical section
void unlock(int i)
{
flag[i] = 0;
}
// in main()
void* func(void *pw)
{
while (true) {
lock(threadID);
// working on its own queue if there is a task and
// after it finishes this task, call unlock(threadID) and call continue;
//if the global queue has tasks left, work on it and call unlock and continue
//if the other worker queue has tasks left, work on it and call unlock and continue
}
}
// Driver code
int main()
{
struct pt** ptr;
lock_init();
ptr = ((struct pt **)malloc(sizeof(struct pt *) * nthreads));
for (int i = 0; i < nthreads; i++){
ptr[i] = malloc(sizeof(struct pt));
(ptr[i])->id = i;
pthread_create(&(ptr[i])->thread, NULL, func, ptr[i]);
}
for (int i = 0; i < nthreads; i++){
pthread_join((ptr[i])->thread, NULL);
}
return 0;
}
However, with my implementation, the main loop is much slower than just using the pthread_mutex_lock and pthread_mutex_unlock. I am not sure if I use the algorithm in a wrong place or my algorithm is wrong at this point.
Additionally, I am wondering how to stealing tasks to work on from the
other workers’ queues in an efficient way (locating the worker with available tasks)
Is there any way to "bake" one texture to another, except for using SetPixels()?
Now i'm trying to use something like that, but it too slow:
public static Texture2D CombineTextures(Texture2D aBaseTexture, Texture2D aToCopyTexture, int x, int y)
{
int aWidth = aBaseTexture.width;
int aHeight = aBaseTexture.height;
int bWidth = aToCopyTexture.width;
int bHeight = aToCopyTexture.height;
Texture2D aReturnTexture = new Texture2D(aWidth, aHeight, TextureFormat.RGBA32, false);
Color[] aBaseTexturePixels = aBaseTexture.GetPixels();
Color[] aCopyTexturePixels = aToCopyTexture.GetPixels();
int aPixelLength = aBaseTexturePixels.Length;
for(int y1 = y, y2 = 0; y1 < aHeight && y2 < bHeight ; y1++, y2++)
{
for(int x1 = x, x2 = 0 ; x1 < aWidth && x2 < bWidth; x1++, x2++)
{
aBaseTexturePixels[x1 + y1*aWidth] = Color.Lerp(aBaseTexturePixels[x1 + y1*aWidth], aCopyTexturePixels[x2 + y2*bWidth], aCopyTexturePixels[x2 + y2*bWidth].a);
}
}
aReturnTexture.SetPixels(aBaseTexturePixels);
aReturnTexture.Apply(false);
return aReturnTexture;
}
The problem is, that i need to display a lot of sprites on 2d surface (blood, enemy corpses, etc.), and just instantiating every sprite will greatly reduce fps.
If you are concerned about fps drop when instantiating prefabs you should definitely build a Object pooling system. So you will have a system that:
Instantiating all objects in the pool and keep it far away from the main camera
Once you need the object you will "borrow" it from the pool
Once object is not needed anymore you will return it back to the object pool (for example when sprite is out the camera view
Baking it all to one texture isn't the best practice. You will need huge amounts of RAM for this. Consider steps above, its very common practice
Good example here:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
public class BackgroundPool : MonoBehaviour
{
public static BackgroundPool instance;
public List<BackgroundSection> sectionsLibrary = new List<BackgroundSection>();
public int poolSize = 4;
public List<BackgroundSection> pool = new List<BackgroundSection>();
void Awake()
{
instance = this;
DateTime startGenTime = DateTime.Now;
//generateSectionsPool
for (int i=0; i<sectionsLibrary.Count; i++)
{
for (int j=0; j<poolSize; j++)
{
if (j == 0)
{
sectionsLibrary[i].positionInPool = sectionsLibrary[i].transform.position;
pool.Add(sectionsLibrary[i]);
}
else
{
BackgroundSection section = (BackgroundSection)Instantiate(sectionsLibrary[i]);
section.transform.parent = this.transform;
section.transform.position = new Vector3((-(ExtensionMethods.GetBounds(sectionsLibrary[i].gameObject).extents.x * 2) * j) + sectionsLibrary[i].transform.position.x,
sectionsLibrary[i].transform.position.y);
section.transform.localEulerAngles = Vector3.zero;
section.gameObject.name = sectionsLibrary[i].gameObject.name + ":" + j.ToString();
section.positionInPool = section.transform.position;
pool.Add(section);
}
}
}
Debug.Log("Background Pool generated in: " + (DateTime.Now - startGenTime).TotalSeconds.ToString() + " s");
}
public BackgroundSection GetPiece(Scenery scenery, SceneryLayer _layer)
{
List<BackgroundSection> allScenery = new List<BackgroundSection>();
foreach (BackgroundSection section in pool) { if (section.scenery == scenery) allScenery.Add(section); }
List<BackgroundSection> matchingPieces = new List<BackgroundSection>();
foreach (BackgroundSection section in allScenery) { if (section.sceneryLayer == _layer) matchingPieces.Add(section); }
if (matchingPieces.Count > 0)
{
BackgroundSection pickedSection = matchingPieces[UnityEngine.Random.Range(0,matchingPieces.Count-1)];
pool.Remove(pickedSection);
return pickedSection;
}
else
{
Debug.LogError("Cann't get background piece matching criteria, scenery: " + scenery + ", layer" + _layer);
return null;
}
}
public void ReturnPiece(BackgroundSection section)
{
pool.Add(section);
section.transform.parent = this.transform;
section.transform.position = section.positionInPool;
}
}
I am trying to combine multiple sketches I had, by having them as classes in a single sketch and go through them by pressing keys.
I'm not sure I'm following the right method but I'm basically turning them on and off by using a boolean for each. I have something like:
package combiner;
public class Combiner extends PApplet {
//...
ClassNameOne s1;
ClassNameTwo s2;
//...
ClassNameNine s9;
// AllSketches //
boolean[] sketches;
int totalSketches = 9;
String str_ts = String.valueOf(totalSketches);
char char_ts = str_ts.charAt(0);
public void setup() {
size(1920, 1080);
sketches = new boolean[totalSketches];
for (int i = 0; i < sketches.length; i++) {
sketches[i] = false;
}
s1 = new ClassNameOne(this);
s2 = new ClassNameTwo(this);
//...
s9 = new ClassNameNine(this);
}
public void draw() {
//drawingEachSketchIfItsBoolean==True
if (sketches[0] == true) {
s1.run();
} else if (sketches[1] == true) {
s2.run();
//....
}
}
public void keyPressed() {
if (key >= '1' && key <= char_ts) {
String str_key = Character.toString(key);
int KEY = Integer.parseInt(str_key);
for (int i = 0; i < sketches.length; i++) {
sketches[i] = false;
}
sketches[KEY - 1] = true;
//initializingEachClassIfKeyPressed
if (KEY == 0) {
s1.init();
} else if (KEY == 1) {
s2.init();
}
//....
}
}
As you can see each Class has an .init and a .run method (used to be my setup + draw).
I was wandering if somehow I can loop to .init or .run them without having to write it once for each, something like:
for(int i=0;i<sketches.length;i++){
if(sketches[i]==true){
String str = String.valueOf(i+1);
str="s"+str; //str becomes the Object's name
??? str.run(); ???
}
}
The cleanest solution would be to create an interface Sketch, which must be implemented in your sketch classes then:
Sketch[] sketches;
int activeSketch = 0;
void setup(){
sketches = new Sketch[2];
sketches[0] = new SketchRed();
sketches[1] = new SketchGreen();
sketches[activeSketch].init();
}
void draw(){
sketches[activeSketch].draw();
}
interface Sketch{
void init();
void draw();
}
class SketchRed implements Sketch{
void init(){}
void draw(){
fill(255, 0, 0);
ellipse(width/2, height/2, 30, 30);
}
}
class SketchGreen implements Sketch{
void init(){}
void draw(){
fill(0, 255, 0);
ellipse(width/2, height/2, 30, 30);
}
}
void keyPressed(){
activeSketch++;
if(activeSketch >= sketches.length){
activeSketch = 0;
}
sketches[activeSketch].init();
}
I am not sure if the whole idea of representing different sketches as classes in a new sketch is really that good, but in any case there seems to be a possibilty in Java for obtaining a class from a String! Look for Class.forName() as described here: http://docs.oracle.com/javase/tutorial/reflect/class/classNew.htm
Keep in mind that you will obtain a class from this and not an instance yet!