2016-05-11 04:48:08 +00:00
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#include "amuse/SurroundProfiles.hpp"
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#include <cmath>
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#include <cfloat>
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namespace amuse
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{
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static float Dot(const Vector3f& a, const Vector3f& b)
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{
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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static float Length(const Vector3f& a)
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{
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2016-05-11 05:48:22 +00:00
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if (std::fabs(a[0]) <= FLT_EPSILON &&
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std::fabs(a[1]) <= FLT_EPSILON &&
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std::fabs(a[2]) <= FLT_EPSILON)
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2016-05-11 04:48:08 +00:00
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return 0.f;
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return std::sqrt(Dot(a, a));
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}
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static float Normalize(Vector3f& out, const Vector3f& in)
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{
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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float dist = Length(out);
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out[0] /= dist;
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out[1] /= dist;
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out[2] /= dist;
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return dist;
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}
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static void Cross(Vector3f& out, const Vector3f& a, const Vector3f& b)
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{
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out[0] = a[1] * b[2] - a[2] * b[1];
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out[1] = a[2] * b[0] - a[0] * b[2];
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out[2] = a[0] * b[1] - a[1] * b[0];
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}
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class SimpleMatrix
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{
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Vector3f m_mat[3];
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public:
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SimpleMatrix(const Vector3f& dir, const Vector3f& up)
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{
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Vector3f temp;
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Normalize(temp, dir);
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m_mat[0][1] = temp[0];
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m_mat[1][1] = temp[1];
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m_mat[2][1] = temp[2];
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Normalize(temp, up);
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m_mat[0][2] = temp[0];
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m_mat[1][2] = temp[1];
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m_mat[2][2] = temp[2];
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Cross(temp, dir, up);
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m_mat[0][0] = temp[0];
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m_mat[1][0] = temp[1];
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m_mat[2][0] = temp[2];
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}
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void vecMult(Vector3f& out, const Vector3f& in)
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{
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out[0] = Dot(m_mat[0], in);
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out[1] = Dot(m_mat[1], in);
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out[2] = Dot(m_mat[2], in);
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}
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};
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struct ReferenceVector
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{
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Vector3f vec;
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float bias;
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bool valid = false;
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ReferenceVector() = default;
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ReferenceVector(float x, float y, float z, float thres)
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{
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vec[0] = x;
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vec[1] = y;
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vec[2] = z;
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bias = thres;
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valid = true;
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}
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};
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static const ReferenceVector StereoVectors[8] =
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{
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{-0.80901f, 0.58778f, 0.f, 0.3f},
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{ 0.80901f, 0.58778f, 0.f, 0.3f},
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};
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static const ReferenceVector QuadVectors[8] =
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{
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{-0.70710f, 0.70710f, 0.f, 0.1f},
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{ 0.70710f, 0.70710f, 0.f, 0.1f},
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{-0.70710f, -0.70710f, 0.f, 0.1f},
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{ 0.70710f, -0.70710f, 0.f, 0.1f},
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};
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static const ReferenceVector Sur51Vectors[8] =
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{
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{-0.70710f, 0.70710f, 0.f, 0.1f},
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{ 0.70710f, 0.70710f, 0.f, 0.1f},
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{-0.70710f, -0.70710f, 0.f, 0.1f},
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{ 0.70710f, -0.70710f, 0.f, 0.1f},
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{ 0.0f, 1.0f, 0.f, 0.1f},
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{ 0.0f, 1.0f, 0.f, 1.0f},
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};
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static const ReferenceVector Sur71Vectors[8] =
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{
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{-0.70710f, 0.70710f, 0.f, 0.1f},
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{ 0.70710f, 0.70710f, 0.f, 0.1f},
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{-0.70710f, -0.70710f, 0.f, 0.1f},
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{ 0.70710f, -0.70710f, 0.f, 0.1f},
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{ 0.0f, 1.0f, 0.f, 0.1f},
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{ 0.0f, 1.0f, 0.f, 1.0f},
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{-1.f, 0.0f, 0.f, 0.1f},
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{ 1.f, 0.0f, 0.f, 0.1f},
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};
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void SurroundProfiles::SetupRefs(float matOut[8], const ChannelMap& map,
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const Vector3f& listenEmit, const ReferenceVector refs[])
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{
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for (unsigned i=0 ; i<map.m_channelCount && i<8 ; ++i)
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{
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matOut[i] = 0.f;
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if (map.m_channels[i] == AudioChannel::Unknown)
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continue;
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const ReferenceVector& refVec = refs[int(map.m_channels[i])];
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if (!refVec.valid)
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continue;
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matOut[i] = std::max(1.f, Dot(listenEmit, refVec.vec) + refVec.bias);
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}
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}
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void SurroundProfiles::SetupMatrix(float matOut[8], const ChannelMap& map, AudioChannelSet set,
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const Vector3f& emitPos, const Vector3f& listenPos,
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const Vector3f& listenHeading, const Vector3f& listenUp)
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{
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Vector3f listenDelta;
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listenDelta[0] = emitPos[0] - listenPos[0];
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listenDelta[1] = emitPos[1] - listenPos[1];
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listenDelta[2] = emitPos[2] - listenPos[2];
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Vector3f listenNorm;
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float dist = Normalize(listenNorm, listenDelta);
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SimpleMatrix listenerMat(listenHeading, listenUp);
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Vector3f listenEmit;
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listenerMat.vecMult(listenEmit, listenNorm);
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/* Factor for each channel in set */
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switch (set)
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{
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case AudioChannelSet::Stereo:
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default:
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SetupRefs(matOut, map, listenEmit, StereoVectors);
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break;
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case AudioChannelSet::Quad:
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SetupRefs(matOut, map, listenEmit, QuadVectors);
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break;
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case AudioChannelSet::Surround51:
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SetupRefs(matOut, map, listenEmit, Sur51Vectors);
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break;
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case AudioChannelSet::Surround71:
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SetupRefs(matOut, map, listenEmit, Sur71Vectors);
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break;
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}
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}
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}
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