More Implements

-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
This commit is contained in:
marauder2k7 2021-09-20 13:07:50 +01:00
parent 1ea693fea6
commit 704eb27600
14 changed files with 191 additions and 147 deletions

View file

@ -35,6 +35,8 @@
#include "T3D/physics/physicsBody.h"
#endif
#include "T3D/assets/SoundAsset.h"
class ParticleEmitter;
class ParticleEmitterData;
class ClippedPolyList;
@ -57,11 +59,21 @@ class RigidShapeData : public ShapeBaseData
HardImpactSound,
MaxSounds,
};
SFXTrack* sound[MaxSounds];
F32 restitution;
F32 friction;
} body;
DECLARE_SOUNDASSET_ARRAY(RigidShapeData, BodySounds, Body::Sounds::MaxSounds)
DECLARE_SOUNDASSET_ARRAY_SETGET(RigidShapeData, BodySounds);
SFXProfile* getBodySoundProfile(U32 id)
{
if (mBodySoundsAsset[id] != NULL)
return mBodySoundsAsset[id]->getSfxProfile();
else
return NULL;
}
enum RigidShapeConsts
{
VC_NUM_DUST_EMITTERS = 1,
@ -79,7 +91,16 @@ class RigidShapeData : public ShapeBaseData
Wake,
MaxSounds
};
SFXTrack* waterSound[MaxSounds];
DECLARE_SOUNDASSET_ARRAY(RigidShapeData, WaterSounds, Sounds::MaxSounds)
DECLARE_SOUNDASSET_ARRAY_SETGET(RigidShapeData, WaterSounds);
SFXProfile* getWaterSoundProfile(U32 id)
{
if (mWaterSoundsAsset[id] != NULL)
return mWaterSoundsAsset[id]->getSfxProfile();
else
return NULL;
}
F32 exitSplashSoundVel;
F32 softSplashSoundVel;