amuse/lib/SurroundProfiles.cpp

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