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Engine directory for ticket #1
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427
Engine/source/sfx/sfxWorld.h
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Engine/source/sfx/sfxWorld.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SFXWORLD_H_
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#define _SFXWORLD_H_
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#ifndef _SCOPETRACKER_H_
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#include "util/scopeTracker.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _SFXSYSTEM_H_
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#include "sfx/sfxSystem.h"
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#endif
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#ifndef _SFXSOUNDSCAPE_H_
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#include "sfx/sfxSoundscape.h"
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#endif
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#ifndef _SFXAMBIENCE_H_
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#include "sfx/sfxAmbience.h"
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#endif
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// Disable warning about unreferenced
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// local function on VC.
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#ifdef TORQUE_COMPILER_VISUALC
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#pragma warning( disable: 4505 )
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#endif
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//#define DEBUG_SPEW
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/// @file
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/// System for representing and tracking changes to the SFX world of
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/// sounds, sound spaces, occluders, and receivers.
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///
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/// This is system is abstracted over the number of dimensions it will
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/// work with, so it is usable for both 2D and 3D.
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///
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/// To put it to use, it has to be connected to the engine's scene
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/// graph structure by deriving suitable types from SFXObject.
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class SFXAmbience;
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/// Property flags for SFXObjects.
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enum SFXObjectFlags
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{
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/// Object occludes sound.
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SFXObjectOccluder = BIT( 0 ),
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/// Object connects two ambient zones. Results in a continuous blend
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/// between the two ambient zones as the listener travels through the
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/// portal.
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SFXObjectPortal = BIT( 1 ),
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///
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SFXObjectZone = BIT( 2 ),
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/// Object is currently used as listener.
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///
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/// @note An object used as a listener will automatically have all
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/// its other sound-related functionality (occlusion, zoning) ignored.
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SFXObjectListener = BIT( 3 ),
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///
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SFXObjectEmitter = BIT( 4 ),
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};
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/// Information about an object in the SFX world.
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///
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/// SFXObjects are:
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///
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/// - Occluders: blocking sound
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/// - Zones: ambient sound spaces
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/// - Portals: connectors between zones
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/// - Listeners: receiving sound
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///
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/// Note that emitters are not managed by the SFX world. Instead, the set of
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/// 3D voices active on the device at any one point is defined as the set of
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/// current sound sources.
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///
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template< int NUM_DIMENSIONS >
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class SFXObject : public ScopeTrackerObject< NUM_DIMENSIONS >
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{
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public:
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typedef ScopeTrackerObject< NUM_DIMENSIONS > Parent;
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protected:
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///
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BitSet32 mFlags;
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public:
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///
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SFXObject()
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: Parent() {}
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/// Return true if this object is only a sound occluder without any more ambient
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/// sound properties. These kind of objects are not put into the tracking system.
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bool isOccluderOnly() const { return ( isOccluder() && !isZone() ); }
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/// Return true if this object is occluding sound.
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bool isOccluder() const { return mFlags.test( SFXObjectOccluder ); }
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/// Return true if this object connects two ambient spaces.
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bool isPortal() const { return mFlags.test( SFXObjectPortal ); }
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///
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bool isZone() const { return mFlags.test( SFXObjectZone ); }
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/// Return true if this object is currently being used as the listener.
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/// @note All other sound-related properties (occlusion, ambience, etc.) will be ignored
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/// on the listener object.
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bool isListener() const { return mFlags.test( SFXObjectListener ); }
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///
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bool isEmitter() const { return mFlags.test( SFXObjectEmitter ); }
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///
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void setFlags( U32 bits ) { mFlags.set( bits ); }
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///
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void clearFlags( U32 bits ) { mFlags.clear( bits ); }
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/// @name Implementor Interface
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///
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/// The following methods must be implemented by the client. They are defined here
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/// just for reference. If you don't override them, you'll get link errors.
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///
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/// @{
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/// Return the world-space position of the ears on this object.
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/// This will only be called on objects that are made listeners.
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void getReferenceCenter( F32 pos[ NUM_DIMENSIONS ] ) const;
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/// Return the object's bounding box in world-space including its surround zone.
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void getBounds( F32 minBounds[ NUM_DIMENSIONS ], F32 maxBounds[ NUM_DIMENSIONS ] ) const;
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/// Return the object's bounding box in world-space excluding its surround zone.
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void getRealBounds( F32 minBounds[ NUM_DIMENSIONS ], F32 maxBounds[ NUM_DIMENSIONS ] ) const;
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/// Return true if the given point is contained in the object's volume.
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bool containsPoint( const F32 point[ NUM_DIMENSIONS ] ) const;
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/// Return the ambient space active within this object.
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/// @note Portals cannot have their own ambient spaces.
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SFXAmbience* getAmbience() const;
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///
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String describeSelf() const;
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/// @}
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};
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/// SFXWorld tracks an N-dimensional world of SFXObjects.
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///
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///
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/// This class uses two systems as back-ends: occlusion handling is passed on to the
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/// occlusion manager installed on the system and tracking the listener traveling through
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/// the ambient spaces is
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///
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template< int NUM_DIMENSIONS, typename Object >
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class SFXWorld : public ScopeTracker< NUM_DIMENSIONS, Object >
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{
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public:
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typedef ScopeTracker< NUM_DIMENSIONS, Object > Parent;
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protected:
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/// Record for objects that are currently in scope.
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struct Scope
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{
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/// Sort key on scope stack. This is used to establish an ordering between
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/// the ambient spaces that the listener is in concurrently.
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F32 mSortValue;
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/// The soundscape instance. Only objects for which the listener actually
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/// is in one of the sound zones, will have an associated soundscape.
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SFXSoundscape* mSoundscape;
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/// The object defining this scope. If this is a portal, we transition
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/// between this space and the space above us in the stack.
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Object mObject;
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Scope() {}
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Scope( F32 sortValue, Object object )
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: mSortValue( sortValue ),
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mSoundscape( NULL ),
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mObject( object ) {}
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};
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/// A top-down ordering of all objects that are currently in scope.
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Vector< Scope > mScopeStack;
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/// Return the index on the scope stack that is tied to the given object or -1 if
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/// the object is not on the stack.
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S32 _findScope( Object object );
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///
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void _sortScopes();
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///
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F32 _getSortValue( Object object );
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// ScopeTracker.
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virtual void _onScopeIn( Object object );
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virtual void _onScopeOut( Object object );
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public:
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///
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SFXWorld();
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/// Update the state of the SFX world.
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///
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/// @note This method may potentially be costly; don't update every frame.
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void update();
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// ScopeTracker.
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void notifyChanged( Object object );
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};
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//-----------------------------------------------------------------------------
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template< int NUM_DIMENSIONS, class Object >
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SFXWorld< NUM_DIMENSIONS, Object >::SFXWorld()
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{
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VECTOR_SET_ASSOCIATION( mScopeStack );
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}
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//-----------------------------------------------------------------------------
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template< int NUM_DIMENSIONS, class Object >
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void SFXWorld< NUM_DIMENSIONS, Object >::update()
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{
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if( !this->mReferenceObject )
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return;
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// Get the reference center (listener) pos.
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F32 listenerPos[ NUM_DIMENSIONS ];
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for( U32 n = 0; n < NUM_DIMENSIONS; n ++ )
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listenerPos[ n ] = Deref( this->mReferenceObject ).getMinTrackingNode( n )->getPosition();
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// Check all current scopes.
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SFXSoundscapeManager* soundscapeMgr = SFX->getSoundscapeManager();
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for( U32 i = 0; i < mScopeStack.size(); ++ i )
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{
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Scope& scope = mScopeStack[ i ];
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if( Deref( scope.mObject ).containsPoint( listenerPos ) )
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{
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// Listener is in the object.
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if( !scope.mSoundscape )
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{
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// Add the object's ambient space to the soundscape mix.
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SFXAmbience* ambience = Deref( scope.mObject ).getAmbience();
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AssertFatal( ambience != NULL, "SFXWorld::update() - object on stack that does not have an ambient space!" );
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// Find the index at which to insert the ambient space. 0 is always
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// the global space and each active soundscape lower down our stack
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// increments by one.
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U32 index = 1;
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for( U32 j = 0; j < i; ++ j )
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if( mScopeStack[ j ].mSoundscape )
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++ index;
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scope.mSoundscape = soundscapeMgr->insertSoundscape( index, ambience );
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}
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}
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else
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{
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SFXAmbience* ambience = Deref( scope.mObject ).getAmbience();
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AssertFatal( ambience != NULL, "SFXWorld::update() - object on stack that does not have an ambient space!" );
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// Listener is neither inside object nor in its
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// proximity zone. Kill its ambient soundscape if it
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// has one.
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if( scope.mSoundscape )
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{
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soundscapeMgr->removeSoundscape( scope.mSoundscape );
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scope.mSoundscape = NULL;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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template< int NUM_DIMENSIONS, class Object >
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void SFXWorld< NUM_DIMENSIONS, Object >::notifyChanged( Object object )
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{
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SFXAmbience* ambience = Deref( object ).getAmbience();
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if( !ambience )
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return;
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for( U32 i = 0; i < mScopeStack.size(); ++ i )
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{
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Scope& scope = mScopeStack[ i ];
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if( scope.mObject == object )
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{
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if( scope.mSoundscape )
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scope.mSoundscape->setAmbience( ambience );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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template< int NUM_DIMENSIONS, class Object >
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void SFXWorld< NUM_DIMENSIONS, Object >::_onScopeIn( Object object )
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{
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SFXWorld] Object 0x%x in scope now", object );
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#endif
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// Get the object's ambience properties. If it has
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// none, ignore the object.
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SFXAmbience* ambience = Deref( object ).getAmbience();
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if( !ambience )
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return;
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// Find where to insert the object into the stack.
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typename Vector< Scope >::iterator iter = mScopeStack.begin();
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F32 sortValue = _getSortValue( object );
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while( iter != mScopeStack.end() && iter->mSortValue >= sortValue )
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++ iter;
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// Insert the object into the stack.
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mScopeStack.insert( iter, Scope( sortValue, object ) );
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}
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//-----------------------------------------------------------------------------
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template< int NUM_DIMENSIONS, class Object >
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void SFXWorld< NUM_DIMENSIONS, Object >::_onScopeOut( Object object )
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{
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SFXWorld] Object 0x%x out of scope now", object );
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#endif
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// Find the object on the stack.
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S32 index = _findScope( object );
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if( index == -1 )
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return;
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// Remove its soundscape.
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Scope& scope = mScopeStack[ index ];
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if( scope.mSoundscape )
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SFX->getSoundscapeManager()->removeSoundscape( scope.mSoundscape );
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mScopeStack.erase( index );
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}
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//-----------------------------------------------------------------------------
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template< int NUM_DIMENSIONS, class Object >
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F32 SFXWorld< NUM_DIMENSIONS, Object >::_getSortValue( Object object )
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{
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//RDTODO: probably need to work with the overlap here instead of the full volumes
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// Get the real object bounds (without the surround zone).
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F32 minBounds[ NUM_DIMENSIONS ], maxBounds[ NUM_DIMENSIONS ];
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Deref( object ).getRealBounds( minBounds, maxBounds );
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// Get the minimum extent.
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F32 minExtent = maxBounds[ 0 ] - minBounds[ 0 ];
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for( U32 n = 1; n < NUM_DIMENSIONS; ++ n )
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minExtent = getMin( minExtent, maxBounds[ n ] - minBounds[ n ] );
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return minExtent;
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}
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//-----------------------------------------------------------------------------
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template< int NUM_DIMENSIONS, class Object >
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S32 SFXWorld< NUM_DIMENSIONS, Object >::_findScope( Object object )
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{
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for( U32 i = 0; i < mScopeStack.size(); ++ i )
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if( mScopeStack[ i ].mObject == object )
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return i;
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return -1;
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}
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#endif // !_SFXWORLD_H_
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