This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/WWAudio/SoundCullObj.h

174 lines
6 KiB
C
Raw Permalink Normal View History

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWAudio *
* *
* $Archive:: /Commando/Code/WWAudio/SoundCullObj.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 6/26/01 5:36p $*
* *
* $Revision:: 8 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __SOUNDCULLOBJ_H
#define __SOUNDCULLOBJ_H
#include "soundsceneobj.h"
#include "cullsys.h"
#include "refcount.h"
#include "mempool.h"
#include "multilist.h"
/////////////////////////////////////////////////////////////////////////////
//
// SoundCullObjClass
//
// Simple 'sound physics' object that wraps a SoundClass object and is derived
// from PhysClass so it can be used with the different culling systems.
//
class SoundCullObjClass : public MultiListObjectClass, public CullableClass
{
public:
//////////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////////
SoundCullObjClass (void)
: m_SoundObj (NULL),
m_Transform (1) {}
virtual ~SoundCullObjClass (void) { REF_PTR_RELEASE (m_SoundObj); }
//////////////////////////////////////////////////////////////////////
// Get the 'bounds' of this sound
//////////////////////////////////////////////////////////////////////
virtual const AABoxClass & Get_Bounding_Box (void) const;
//////////////////////////////////////////////////////////////////////
// Access to the Position/Orientation state of the object
//////////////////////////////////////////////////////////////////////
virtual const Matrix3D & Get_Transform (void) const;
virtual void Set_Transform (const Matrix3D &transform);
//////////////////////////////////////////////////////////////////////
// Timestep methods
//////////////////////////////////////////////////////////////////////
virtual void Timestep (float dt) {}
//////////////////////////////////////////////////////////////////////
// Sound object wrapping
//////////////////////////////////////////////////////////////////////
virtual void Set_Sound_Obj (SoundSceneObjClass *sound_obj);
virtual SoundSceneObjClass * Peek_Sound_Obj (void) const { return m_SoundObj; }
protected:
//////////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////////
private:
//////////////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////////////
SoundSceneObjClass * m_SoundObj;
mutable Matrix3D m_Transform;
mutable AABoxClass m_AABox;
};
__inline const Matrix3D &
SoundCullObjClass::Get_Transform (void) const
{
// Determine the transform to use
if (m_SoundObj != NULL) {
m_Transform = m_SoundObj->Get_Transform ();
}
// Return a reference to the matrix
return m_Transform;
}
__inline void
SoundCullObjClass::Set_Transform (const Matrix3D &transform)
{
m_Transform = transform;
// Pass the tranform on
if (m_SoundObj != NULL) {
m_SoundObj->Set_Transform (m_Transform);
Set_Cull_Box (Get_Bounding_Box ());
}
return ;
}
__inline void
SoundCullObjClass::Set_Sound_Obj (SoundSceneObjClass *sound_obj)
{
// Start using this sound object
REF_PTR_SET (m_SoundObj, sound_obj);
//m_SoundObj = sound_obj;
if (m_SoundObj != NULL) {
m_Transform = m_SoundObj->Get_Transform ();
Set_Cull_Box (Get_Bounding_Box ());
}
return ;
}
__inline const AABoxClass &
SoundCullObjClass::Get_Bounding_Box (void) const
{
// Get the 'real' values from the
if (m_SoundObj != NULL) {
m_Transform = m_SoundObj->Get_Transform ();
m_AABox.Extent.X = m_SoundObj->Get_DropOff_Radius ();
m_AABox.Extent.Y = m_SoundObj->Get_DropOff_Radius ();
m_AABox.Extent.Z = m_SoundObj->Get_DropOff_Radius ();
} else {
m_AABox.Extent.X = 0;
m_AABox.Extent.Y = 0;
m_AABox.Extent.Z = 0;
}
m_AABox.Center = m_Transform.Get_Translation ();
return m_AABox;
}
#endif //__SOUNDCULLOBJ_H