RavEngine
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path.h
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/*
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Copyright 2018 Google Inc. All Rights Reserved.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS-IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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#ifndef RESONANCE_AUDIO_GEOMETRICAL_ACOUSTICS_PATH_H_
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#define RESONANCE_AUDIO_GEOMETRICAL_ACOUSTICS_PATH_H_
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#include <vector>
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#include "geometrical_acoustics/acoustic_ray.h"
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namespace
vraudio {
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// A simple data structure of modeling a sound propagation path as a vector of
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// ray segments, which contain all necessary information. For example, the
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// history of triangles on this path can be found by |ray.primID|, where |ray|
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// is an element |rays|.
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struct
Path
{
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std::vector<AcousticRay> rays;
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};
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}
// namespace vraudio
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#endif
// RESONANCE_AUDIO_GEOMETRICAL_ACOUSTICS_PATH_H_
vraudio::Path
Definition
path.h:30
RavEngine
deps
resonance-audio
resonance_audio
geometrical_acoustics
path.h
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