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Is your feature request related to a problem? Please describe.
Wave physics aren't done justice via simple rays. For even simple situations, such as when there's a pillar in a room, between you and the sound — a proper sound-shadow isn't created. And it should be.
Describe the solution you'd like
Allow each ray to cast sub-rays, limited in range, radially separated from eachother. More complex surroundings would be understood because of this. The Wave creates a circle representing the arc appropriated to this ray/wave and would need to remember its collisions with objects in the near-past in order to represent Huygens' wavelets properly.
Diffraction would then be possible.
Performance considerations:
More rays would need to be cast per-ray.
Cross-products and vector-rotation would need to be done to cast these circular rays surrounding the main-ray.
Describe alternatives you've considered
The current solution, which is so far from physically accurate it doesn't do the mod concept justice.
Splitting the rays into triads, calling it a Wave object, and letting the 3 rays communicate - tesselating the outgoing ray shapes.
Using fixed-locations instead of rays to represent the circle around the ray.
Describe any compatibility requirements
This would require a large overhaul of the current casting system, reflection and refraction system. Rays would need to be capable of accepting ending points, and a new Wave class would need to be created, and such a class would need to be responsible for spawning multiple rays.
Is your feature request related to a problem? Please describe.
Wave physics aren't done justice via simple rays. For even simple situations, such as when there's a pillar in a room, between you and the sound — a proper sound-shadow isn't created. And it should be.
Describe the solution you'd like
Allow each ray to cast sub-rays, limited in range, radially separated from eachother. More complex surroundings would be understood because of this. The
Wave
creates a circle representing the arc appropriated to this ray/wave and would need to remember its collisions with objects in the near-past in order to represent Huygens' wavelets properly.Diffraction would then be possible.
Performance considerations:
Describe alternatives you've considered
Describe any compatibility requirements
This would require a large overhaul of the current casting system, reflection and refraction system. Rays would need to be capable of accepting ending points, and a new
Wave
class would need to be created, and such a class would need to be responsible for spawning multiple rays.Additional context
https://www.britannica.com/science/sound-physics/Sound-absorption
Goes in tandem with #98 and #97 - these are all requirements for proper acoustic/ultrasonic accuracy.
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