Urho3D/Source/Engine/Audio/SoundSource3D.cpp

264 строки
10 KiB
C++

//
// Copyright (c) 2008-2014 the Urho3D project.
//
// 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.
//
#include "Precompiled.h"
#include "Audio.h"
#include "Context.h"
#include "DebugRenderer.h"
#include "Node.h"
#include "Sound.h"
#include "SoundListener.h"
#include "SoundSource3D.h"
#include "DebugNew.h"
namespace Urho3D
{
static const float DEFAULT_NEARDISTANCE = 0.0f;
static const float DEFAULT_FARDISTANCE = 100.0f;
static const float DEFAULT_ROLLOFF = 2.0f;
static const float DEFAULT_ANGLE = 360.0f;
static const float MIN_ROLLOFF = 0.1f;
static const Color INNER_COLOR(1.0f, 0.5f, 1.0f);
static const Color OUTER_COLOR(1.0f, 0.0f, 1.0f);
extern const char* AUDIO_CATEGORY;
static Vector3 PointOnSphere(float radius, float theta, float phi)
{
// Zero angles point toward positive Z axis
phi += 90.0f;
return Vector3(
radius * Sin(theta) * Sin(phi),
radius * Cos(phi),
radius * Cos(theta) * Sin(phi)
);
}
static void DrawDebugArc(const Vector3& worldPosition, const Quaternion& worldRotation, float angle, float distance, bool drawLines,
const Color& color, DebugRenderer* debug, bool depthTest)
{
if (angle <= 0.f)
return;
else if (angle >= 360.0f)
{
debug->AddSphere(Sphere(worldPosition, distance), color, depthTest);
return;
}
unsigned uintColor = color.ToUInt();
float halfAngle = 0.5f * angle;
if (drawLines)
{
debug->AddLine(worldPosition, worldPosition + worldRotation * PointOnSphere(distance, halfAngle, halfAngle),
uintColor);
debug->AddLine(worldPosition, worldPosition + worldRotation * PointOnSphere(distance, -halfAngle, halfAngle),
uintColor);
debug->AddLine(worldPosition, worldPosition + worldRotation * PointOnSphere(distance, halfAngle, -halfAngle),
uintColor);
debug->AddLine(worldPosition, worldPosition + worldRotation * PointOnSphere(distance, -halfAngle, -halfAngle),
uintColor);
}
const float step = 0.5f;
for (float x = -1.0f; x < 1.0f; x += step)
{
debug->AddLine(worldPosition + worldRotation * PointOnSphere(distance, x * halfAngle, halfAngle),
worldPosition + worldRotation * PointOnSphere(distance, (x + step) * halfAngle, halfAngle),
uintColor);
debug->AddLine(worldPosition + worldRotation * PointOnSphere(distance, x * halfAngle, -halfAngle),
worldPosition + worldRotation * PointOnSphere(distance, (x + step) * halfAngle, -halfAngle),
uintColor);
debug->AddLine(worldPosition + worldRotation * PointOnSphere(distance, halfAngle, x * halfAngle),
worldPosition + worldRotation * PointOnSphere(distance, halfAngle, (x + step) * halfAngle),
uintColor);
debug->AddLine(worldPosition + worldRotation * PointOnSphere(distance, -halfAngle, x * halfAngle),
worldPosition + worldRotation * PointOnSphere(distance, -halfAngle, (x + step) * halfAngle),
uintColor);
}
}
SoundSource3D::SoundSource3D(Context* context) :
SoundSource(context),
nearDistance_(DEFAULT_NEARDISTANCE),
farDistance_(DEFAULT_FARDISTANCE),
innerAngle_(DEFAULT_ANGLE),
outerAngle_(DEFAULT_ANGLE),
rolloffFactor_(DEFAULT_ROLLOFF)
{
// Start from zero volume until attenuation properly calculated
attenuation_ = 0.0f;
}
void SoundSource3D::RegisterObject(Context* context)
{
context->RegisterFactory<SoundSource3D>(AUDIO_CATEGORY);
COPY_BASE_ATTRIBUTES(SoundSource3D, SoundSource);
// Remove Attenuation and Panning as attribute as they are constantly being updated
REMOVE_ATTRIBUTE(SoundSource3D, "Attenuation");
REMOVE_ATTRIBUTE(SoundSource3D, "Panning");
ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Near Distance", nearDistance_, DEFAULT_NEARDISTANCE, AM_DEFAULT);
ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Far Distance", farDistance_, DEFAULT_FARDISTANCE, AM_DEFAULT);
ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Inner Angle", innerAngle_, DEFAULT_ANGLE, AM_DEFAULT);
ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Outer Angle", outerAngle_, DEFAULT_ANGLE, AM_DEFAULT);
ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Rolloff Factor", rolloffFactor_, DEFAULT_ROLLOFF, AM_DEFAULT);
}
void SoundSource3D::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
{
if (!debug || !node_ || !IsEnabledEffective())
return;
const Matrix3x4& worldTransform = node_->GetWorldTransform();
Vector3 worldPosition = worldTransform.Translation();
Quaternion worldRotation = worldTransform.Rotation();
// Draw cones for directional sounds, or spheres for non-directional
if (innerAngle_ < DEFAULT_ANGLE && outerAngle_ > 0.0f)
{
DrawDebugArc(worldPosition, worldRotation, innerAngle_, nearDistance_, false, INNER_COLOR, debug, depthTest);
DrawDebugArc(worldPosition, worldRotation, outerAngle_, nearDistance_, false, OUTER_COLOR, debug, depthTest);
DrawDebugArc(worldPosition, worldRotation, innerAngle_, farDistance_, true, INNER_COLOR, debug, depthTest);
DrawDebugArc(worldPosition, worldRotation, outerAngle_, farDistance_, true, OUTER_COLOR, debug, depthTest);
}
else
{
debug->AddSphere(Sphere(worldPosition, nearDistance_), INNER_COLOR, depthTest);
debug->AddSphere(Sphere(worldPosition, farDistance_), OUTER_COLOR, depthTest);
}
}
void SoundSource3D::Update(float timeStep)
{
CalculateAttenuation();
SoundSource::Update(timeStep);
}
void SoundSource3D::SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor)
{
nearDistance_ = Max(nearDistance, 0.0f);
farDistance_ = Max(farDistance, 0.0f);
rolloffFactor_ = Max(rolloffFactor, MIN_ROLLOFF);
MarkNetworkUpdate();
}
void SoundSource3D::SetAngleAttenuation(float innerAngle, float outerAngle)
{
innerAngle_ = Clamp(innerAngle, 0.0f, DEFAULT_ANGLE);
outerAngle_ = Clamp(outerAngle, 0.0f, DEFAULT_ANGLE);
MarkNetworkUpdate();
}
void SoundSource3D::SetFarDistance(float distance)
{
farDistance_ = Max(distance, 0.0f);
MarkNetworkUpdate();
}
void SoundSource3D::SetNearDistance(float distance)
{
nearDistance_ = Max(distance, 0.0f);
MarkNetworkUpdate();
}
void SoundSource3D::SetInnerAngle(float angle)
{
innerAngle_ = Clamp(angle, 0.0f, DEFAULT_ANGLE);
MarkNetworkUpdate();
}
void SoundSource3D::SetOuterAngle(float angle)
{
outerAngle_ = Clamp(angle, 0.0f, DEFAULT_ANGLE);
MarkNetworkUpdate();
}
void SoundSource3D::SetRolloffFactor(float factor)
{
rolloffFactor_ = Max(factor, MIN_ROLLOFF);
MarkNetworkUpdate();
}
void SoundSource3D::CalculateAttenuation()
{
if (!audio_)
return;
float interval = farDistance_ - nearDistance_;
if (node_)
{
SoundListener* listener = audio_->GetListener();
// Listener must either be sceneless or in the same scene, else attenuate sound to silence
if (listener && listener->IsEnabledEffective() && (!listener->GetScene() || listener->GetScene() == GetScene()))
{
Node* listenerNode = listener->GetNode();
Vector3 relativePos(listenerNode->GetWorldRotation().Inverse() * (node_->GetWorldPosition() - listenerNode->GetWorldPosition()));
float distance = relativePos.Length();
// Distance attenuation
if (interval > 0.0f)
attenuation_ = powf(1.0f - Clamp(distance - nearDistance_, 0.0f, interval) / interval, rolloffFactor_);
else
attenuation_ = distance <= nearDistance_ ? 1.0f : 0.0f;
// Panning
panning_ = relativePos.Normalized().x_;
// Angle attenuation
if (innerAngle_ < DEFAULT_ANGLE && outerAngle_ > 0.0f)
{
Vector3 listenerRelativePos(node_->GetWorldRotation().Inverse() * (listenerNode->GetWorldPosition() -
node_->GetWorldPosition()));
float listenerDot = Vector3::FORWARD.DotProduct(listenerRelativePos.Normalized());
float listenerAngle = acosf(listenerDot) * M_RADTODEG * 2.0f;
float angleInterval = Max(outerAngle_ - innerAngle_, 0.0f);
float angleAttenuation = 1.0f;
if (angleInterval > 0.0f)
{
if (listenerAngle > innerAngle_)
{
angleAttenuation = powf(1.0f - Clamp(listenerAngle - innerAngle_, 0.0f, angleInterval) / angleInterval,
rolloffFactor_);
}
}
else
angleAttenuation = listenerAngle <= innerAngle_ ? 1.0f : 0.0f;
attenuation_ *= angleAttenuation;
}
}
else
attenuation_ = 0.0f;
}
else
attenuation_ = 0.0f;
}
}