Torque3D/Engine/source/sfx/sfxWorld.h

428 lines
13 KiB
C++

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