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https://github.com/MihailRis/voxelcore.git
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add 'sound-absorption' block material parameter
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14 changed files with 82 additions and 28 deletions
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@ -97,34 +97,63 @@ void Decorator::updateAcoustics(const Camera& camera) {
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const auto& start = camera.position;
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float rayLength = 40.0f;
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auto& blocks = level.content.getIndices()->blocks;
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int rays = 100;
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int hit = 0;
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float averageDistance = 0.0f;
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float averageAbsorption = 0.0f;
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float speedOfSound = 300.0f;
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float minDistance = rayLength;
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for (int i = 0; i < rays; i++) {
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glm::vec3 dir {
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random.randFloat() - 0.5f,
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random.randFloat() - 0.5f,
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random.randFloat() - 0.5f,
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};
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float u1 = random.randFloat();
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float u2 = random.randFloat();
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float z = 2.0f * u1 - 1.0f;
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float phi = 2.0f * glm::pi<float>() * u2;
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float r = std::sqrt(1.0f - z * z);
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glm::vec3 dir = { r * std::cos(phi), r * std::sin(phi), z };
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dir = glm::normalize(dir);
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auto end = chunks.rayCastToObstacle(start, dir, rayLength);
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glm::vec3 end;
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glm::ivec3 norm;
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glm::ivec3 iend;
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auto vox = chunks.rayCast(start, dir, rayLength, end, norm, iend);
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if (vox == nullptr) {
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continue;
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}
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auto distance = glm::distance(start, end);
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if (distance >= rayLength * 0.98f) {
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continue;
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}
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if (distance < minDistance) {
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minDistance = distance;
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}
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auto def = blocks.get(vox->id);
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if (def == nullptr) {
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continue;
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}
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auto material = level.content.findBlockMaterial(def->material);
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if (material == nullptr) {
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return;
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}
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hit++;
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averageDistance += distance * 0.2f;
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averageDistance += distance;
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averageAbsorption += material->soundAbsorption;
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}
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float decayTime =
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glm::sqrt(averageDistance / hit) *
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glm::max(0.0f, glm::pow(hit / static_cast<float>(rays), 3.0f) - 0.6f) *
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1.6f;
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decayTime *= 2.5f;
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decayTime *= decayTime;
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logger.info() << "rays hit " << hit << "/" << rays << " decay-time: " << decayTime;
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averageDistance /= hit;
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averageAbsorption /= hit;
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float decayTime = 20.0f * (averageDistance / rayLength);
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float escapeRatio = static_cast<float>(rays - hit) / static_cast<float>(rays);
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acoustics.reverbGain = glm::pow(hit / static_cast<float>(rays), 3.0f);
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acoustics.reverbReflectionsDelay = minDistance / speedOfSound;
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acoustics.reverbLateReflectionsDelay = averageDistance / speedOfSound;
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acoustics.reverbDecayTime = decayTime;
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acoustics.reverbRoomRolloff = escapeRatio * 1.5f;
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acoustics.reverbAbsorption = averageAbsorption;
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audio::set_acoustics(std::move(acoustics));
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}
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