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- /*
- ** Command & Conquer Generals(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
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