89 lines
3.6 KiB
C++
89 lines
3.6 KiB
C++
/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unreal(R) Engine End User
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License Agreement at https://www.unrealengine.com/en-US/eula/unreal
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2023 Audiokinetic Inc.
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*******************************************************************************/
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/*=============================================================================
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AkSpatialAudioDrawUtils.h:
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=============================================================================*/
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#pragma once
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#if WITH_EDITOR
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#include "CoreMinimal.h"
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#include "AkAudioDevice.h"
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namespace AkDrawConstants
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{
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const float CullDepth = 100.0f;
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const float PortalOutlineThickness = 5.0f;
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const float PortalRoomConnectionThickness = 3.0f;
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const float RoomIconThickness = 2.0f;
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const float RoomIconRadius = 10.0f;
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const int RoomIconSides = 16;
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const float RoomAxisLength = 30.0f;
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const float RoomAxisThickness = 1.0f;
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const float RoomOutlineThickness = 1.0f; // Slightly thicker lines for spatial audio volumes when surface reflectors are disabled, since they are less visible.
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const float SpatialAudioVolumeOutlineThickness = 0.2f; // Shows the outline of disabled surfaces and non-diffraction edges.
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const float RadialEmitterThickness = 2.0f;
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const float DiffractionEdgeThickness = 2.5f;
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}
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/** A utility struct to transform the points on a local axis-aligned bounding box to world space using the given transform.
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Used for drawing rotated bounding boxes around portals.
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*/
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struct AKAUDIO_API AkDrawBounds
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{
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AkDrawBounds(const FTransform& T, const FVector& Extent);
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private:
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const FTransform& Transform;
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const FVector& BoxExtent;
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public:
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/** FrontRightUp */ FVector FRU() const;
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/** BackLeftDown */ FVector BLD() const;
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/** FrontLeftDown */ FVector FLD() const;
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/** BackRightUp */ FVector BRU() const;
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/** FrontLeftDown */ FVector FLU() const;
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/** BackLeftUp */ FVector BLU() const;
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/** FrontRightDown */ FVector FRD() const;
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/** BackRightDown */ FVector BRD() const;
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/** RightUp */ FVector RU() const;
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/** LeftUp */ FVector LU() const;
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/** RightDown */ FVector RD() const;
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/** LeftDown */ FVector LD() const;
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};
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class UAkPortalComponent;
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class UAkSurfaceReflectorSetComponent;
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namespace AkSpatialAudioColors
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{
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AKAUDIO_API void GetPortalColors(const UAkPortalComponent* Portal, FLinearColor& FrontColor, FLinearColor& BackColor);
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AKAUDIO_API FLinearColor GetPortalOutlineColor(const UAkPortalComponent* Portal);
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AKAUDIO_API FLinearColor GetRoomColor();
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AKAUDIO_API FLinearColor GetRadialEmitterOutlineColor();
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AKAUDIO_API FLinearColor GetRadialEmitterColor();
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AKAUDIO_API float GetRadialEmitterOuterOpacity();
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AKAUDIO_API float GetRadialEmitterInnerOpacity();
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AKAUDIO_API FLinearColor GetSurfaceReflectorColor(const UAkSurfaceReflectorSetComponent* SurfaceReflectorSet, int NodeIdx, bool IsDragging);
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AKAUDIO_API FLinearColor GetSpatialAudioVolumeOutlineColor();
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AKAUDIO_API FLinearColor GetBadFitSpatialAudioVolumeOutlineColor();
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AKAUDIO_API FLinearColor GetDiffractionEdgeColor();
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AKAUDIO_API FLinearColor GetBoundaryDiffractionEdgeColor();
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}
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#endif // WITH_EDITOR
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