mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SFX3DWORLD_H_
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#define _SFX3DWORLD_H_
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#ifndef _SCENETRACKER_H_
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#include "scene/sceneTracker.h"
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#endif
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#ifndef _SFXWORLD_H_
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#include "sfx/sfxWorld.h"
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#endif
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#ifndef _DATACHUNKER_H_
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#include "core/dataChunker.h"
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#endif
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#ifndef _OBJECTTYPES_H_
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#include "T3D/objectTypes.h"
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#endif
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class SFX3DWorld;
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/// SFXObject implementation for the 3D system.
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class SFX3DObject : public SceneObjectLink, public SFXObject< 3 >
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{
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public:
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typedef SceneObjectLink Parent;
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///
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SFX3DObject( SFX3DWorld* world, SceneObject* object );
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/// Return the transform for the ears on this object.
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void getEarTransform( MatrixF& transform ) const;
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// SFXObject.
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void getReferenceCenter( F32 position[ 3 ] ) const;
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void getBounds( F32 minBounds[ 3 ], F32 maxBounds[ 3 ] ) const;
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void getRealBounds( F32 minBounds[ 3 ], F32 maxBounds[ 3 ] ) const;
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SFXAmbience* getAmbience() const;
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bool containsPoint( const F32 point[ 3 ] ) const;
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String describeSelf() const;
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};
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/// Manager for the 3D sound world.
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///
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/// Any SceneObject in the world can be made the current listener. It's ear position (if it's a ShapeBase)
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/// will then be used as the reference center for attenuating 3D sounds, traversing ambient spaces, etc.
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///
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class SFX3DWorld : public SceneTracker
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{
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public:
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typedef SceneTracker Parent;
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typedef SFXWorld< 3, SFX3DObject* > SFXWorldType;
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enum
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{
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/// The scene object type mask used to filter out the
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/// type of objects we are interested in.
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TYPEMASK = WaterObjectType // Sound ambience.
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| StaticShapeObjectType // Occlusion and sound ambience.
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| StaticObjectType // Portals and zones.
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};
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protected:
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/// The SFX world tracking system.
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SFXWorldType mSFXWorld;
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/// Allocator for the SFX3DObject SceneObjectLinks we attach to SceneObjects.
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FreeListChunker< SFX3DObject > mChunker;
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// SceneTracker.
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virtual bool _isTrackableObject( SceneObject* object ) const;
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public:
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///
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SFX3DWorld();
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///
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void update();
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/// Return the current listener object.
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SceneObject* getListener() const;
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/// Make the given object the current listener object.
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void setListener( SceneObject* object );
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/// Notify the SFX world that the given object had a (potential) change in its
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/// sound-related properties.
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void notifyChanged( SceneObject* object );
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///
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void debugDump();
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// SceneTracker.
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virtual void registerObject( SceneObject* object );
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virtual void unregisterObject( SceneObject* object );
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virtual void updateObject( SceneObjectLink* object );
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};
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/// The singleton instance of SFX3DWorld, if there is one.
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extern SFX3DWorld* gSFX3DWorld;
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#endif // !_SFX3DWORLD_H_
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