khanat-opennel-code/code/nel/include/nel/sound/clustered_sound.h
2014-06-12 19:27:09 +02:00

264 lines
8.8 KiB
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_CLUSTERED_SOUND_H
#define NL_CLUSTERED_SOUND_H
#include "nel/misc/types_nl.h"
#include "nel/misc/string_mapper.h"
#include "nel/misc/sheet_id.h"
#include <vector>
#include <map>
namespace NLMISC
{
class CAABBox;
}
namespace NL3D
{
class UScene;
class CScene;
class CCluster;
}
namespace NLSOUND
{
class USource;
/** This class will manage the clipping/positioning/occlusion of sound placed inside the
* cluster/portal system.
*
* \author Boris Boucher
* \author Nevrax France
* \date 2002
*/
class CClusteredSound
{
public:
/// This structure contain data about sound status in a cluster
struct CClusterSoundStatus
{
/// The relative gain of sound in the cluster
float Gain;
/// The distance from listener.
float Dist;
/// The ratio distance/max earing distance
float DistFactor;
/// The sound virtual position (in fact Dist * Direction)
NLMISC::CVector Position;
/// The blending factor between real sound pos and virtual pos (1 mean virtual pos, 0 mean real pos).
float PosAlpha;
/// The direction vector for the virtual sound source.
NLMISC::CVector Direction;
/// The occlusion att.
sint32 Occlusion;
/// The occlusion LF factor (see EAX spec)
float OcclusionLFFactor;
/// The occlusion romm ration
float OcclusionRoomRatio;
/// The obsctruction att db
sint32 Obstruction;
};
/// Container for audible cluster status
typedef std::map<NL3D::CCluster*, CClusterSoundStatus> TClusterStatusMap;
/// This structure is used when we traverse the cluster/portal graph.
struct CSoundTravContext
{
/// The current gain.
float Gain;
sint32 Occlusion;
float OcclusionLFFactor;
float OcclusionRoomRatio;
sint32 Obstruction;
/// The distance acumulator
float Dist;
/// A flag that indicate if we need to filter the unvisible child.
bool FilterUnvisibleChild;
/// A flag that iindicate if we need to filter the unvisible father.
bool FilterUnvisibleFather;
/// The number of traversed portals
uint NbPortal;
/// A blending factor to compute virtual source position.
float Alpha;
/// The direction vector from listener to the first portal/cluster
NLMISC::CVector Direction1;
/// The direction vector from the first portal/cluster to the second one.
NLMISC::CVector Direction2;
/// The current blended direction used to place vitual source.
NLMISC::CVector Direction;
/// The previously traversed cluster. Used to stop back traversal.
NL3D::CCluster *PreviousCluster;
/// The previous sound propagation vector
NLMISC::CVector PreviousVector;
/// The last pseudo listener position
NLMISC::CVector ListenerPos;
/// Constructor. Init all default value.
CSoundTravContext(const NLMISC::CVector &listenerPos,
bool filterUnvisibleChild, bool filterUnvisibleFather)
: Gain(1.0f),
Occlusion(0),
OcclusionLFFactor(1.0f),
OcclusionRoomRatio(1.0f),
Obstruction(0),
Dist(0),
FilterUnvisibleChild(filterUnvisibleChild),
FilterUnvisibleFather(filterUnvisibleFather),
NbPortal(0),
Alpha(0.0f),
Direction1(NLMISC::CVector::Null),
Direction2(NLMISC::CVector::Null),
Direction(NLMISC::CVector::Null),
PreviousCluster(0),
PreviousVector(NLMISC::CVector::Null),
ListenerPos(listenerPos)
{}
/// Assignment operator.
CSoundTravContext &operator = (const CSoundTravContext &other)
{
Gain = other.Gain;
Occlusion = other.Occlusion;
OcclusionLFFactor = other.OcclusionLFFactor;
OcclusionRoomRatio = other.OcclusionRoomRatio;
Obstruction = other.Obstruction;
Dist = other.Dist;
FilterUnvisibleChild = other.FilterUnvisibleChild;
FilterUnvisibleFather = other.FilterUnvisibleFather;
NbPortal = other.NbPortal;
Alpha = other.Alpha;
Direction1 = other.Direction1;
Direction2 = other.Direction2;
Direction = other.Direction;
PreviousCluster = other.PreviousCluster;
ListenerPos = other.ListenerPos;
PreviousVector = other.PreviousVector;
return *this;
}
};
///
struct CClusterSound
{
USource *Source;
float Distance;
};
/// Container for the next traversal step
typedef std::map<NL3D::CCluster*, CSoundTravContext> TClusterTravContextMap;
/// Constructor
CClusteredSound();
/** Initialize the class
* \param scene The scene of interest for cluster management.
* \param portalInterpolate Ditance from listener to portal for interpolation.
* \param maxEarDist The maximum traversal distance to limit graph traversal.
* \param minGain The minimun gain to stop traversal.
*/
void init(NL3D::CScene *scene, float portalInterpolate, float maxEarDistance, float minGain);
/** Update the cluster sound system.
*/
void update(const NLMISC::CVector &listenerPos, const NLMISC::CVector &view, const NLMISC::CVector &up);
NL3D::CCluster *getRootCluster();
const CClusterSoundStatus *getClusterSoundStatus(NL3D::CCluster *cluster);
const TClusterStatusMap &getAudibleClusters() {return _AudibleClusters;}
const std::vector<std::pair<NLMISC::CVector, NLMISC::CVector> > &getAudioPath() { return _AudioPath;}
private:
/// Traverse the cluster system to build/update the audible cluster set and theire respective status.
void soundTraverse(const std::vector<NL3D::CCluster *> &clusters, CSoundTravContext &travContext);
/// Add a cluster for the next traversal step
void addNextTraverse(NL3D::CCluster *cluster, CSoundTravContext &travContext);
/// Add a cluster into the list of audible cluster.
bool addAudibleCluster(NL3D::CCluster *cluster, CClusterSoundStatus &soundStatus);
/// Compute a positional blending depending on context.
NLMISC::CVector interpolateSourceDirection(const CSoundTravContext &context, float portalDist, const NLMISC::CVector &nearPoint, const NLMISC::CVector &realListener, NLMISC::CVector &d1, NLMISC::CVector &d2, float &alpha);
//\name Utility method
//@{
/** Compute the point on the poly that is the nearest from a given position.
* This point can be on the surface of the poly, on a segment or on one of the vertex.
* In addition, the method also return the distance from the nearest point to the
* reference position.
* \param poly The polygone description.
* \param pos The reference position.
* \param nearPoint The nearest point (out var).
* \return The distance between pos and nearPoint.
*/
float getPolyNearestPos(const std::vector<NLMISC::CVector> &poly, const NLMISC::CVector &pos, NLMISC::CVector &nearPoint);
/** Compute the point in the bounding box that is the nearest from a given position.
* This point can be in the volume of the box, on a segment of one of the vertex.
* In addition, the method also return the distance from the nearest point to the
* reference position.
* \param poly The bounding box description.
* \param pos The reference position.
* \param nearPoint The nearest point (out var).
* \return The distance between pos and nearPoint.
*/
float getAABoxNearestPos(const NLMISC::CAABBox &box, const NLMISC::CVector &pos, NLMISC::CVector &nearPos);
//@}
/// The scene of interest
NL3D::CScene *_Scene;
/// Interpolation distance when listener is near a portal.
float _PortalInterpolate;
/// Maximum earing distance.
float _MaxEarDistance;
/// Minimum gain.
float _MinGain;
/// The root cluster of the scene.
NL3D::CCluster *_RootCluster;
/// The current audible cluster
TClusterStatusMap _AudibleClusters;
/// The cluster for the next travesal step
TClusterTravContextMap _NextTraversalStep;
/// The last setted environement.
NLMISC::TStringId _LastEnv;
/// The last set environment size.
float _LastEnvSize;
/// The segment of all the audio path.
std::vector<std::pair<NLMISC::CVector, NLMISC::CVector> > _AudioPath;
typedef CHashMap<NLMISC::TStringId, CClusterSound, NLMISC::CStringIdHashMapTraits> TClusterSoundCont;
/// The current cluster playing source indexed with sound group id
TClusterSoundCont _Sources;
typedef CHashMap<NLMISC::TStringId, NLMISC::CSheetId, NLMISC::CStringIdHashMapTraits> TStringSheetMap;
/// The sound_group to sound assoc
TStringSheetMap _SoundGroupToSound;
};
} // NLSOUND
#endif // NL_CLUSTERED_SOUND_H