95 lines
2.5 KiB
C++
95 lines
2.5 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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AkGeometryData.h:
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=============================================================================*/
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#pragma once
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#include "AkInclude.h"
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#include "AkAcousticTexture.h"
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#include "AkGeometryData.generated.h"
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class UPhysicalMaterial;
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USTRUCT()
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struct FAkAcousticSurface
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{
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GENERATED_BODY()
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UPROPERTY()
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uint32 Texture = AK_INVALID_UNIQUE_ID;
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UPROPERTY(DisplayName = "Transmission Loss")
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float Occlusion = .0f;
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UPROPERTY()
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FString Name;
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};
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USTRUCT()
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struct FAkTriangle
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{
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GENERATED_BODY()
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UPROPERTY()
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uint16 Point0 = 0;
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UPROPERTY()
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uint16 Point1 = 0;
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UPROPERTY()
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uint16 Point2 = 0;
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UPROPERTY()
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uint16 Surface = 0;
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};
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USTRUCT()
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struct FAkGeometryData
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{
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GENERATED_BODY()
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void Clear()
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{
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Vertices.Empty();
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Surfaces.Empty();
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Triangles.Empty();
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ToOverrideAcousticTexture.Empty();
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ToOverrideOcclusion.Empty();
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}
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UPROPERTY()
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TArray<FVector> Vertices;
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UPROPERTY()
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TArray<FAkAcousticSurface> Surfaces;
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UPROPERTY()
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TArray<FAkTriangle> Triangles;
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UPROPERTY()
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TArray<UPhysicalMaterial*> ToOverrideAcousticTexture;
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UPROPERTY(DisplayName = "To Override Transmission Loss")
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TArray<UPhysicalMaterial*> ToOverrideOcclusion;
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void AddBox(AkSurfIdx surfIdx, FVector center, FVector extent, FRotator rotation);
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void AddSphere(AkSurfIdx surfIdx, const FVector& Center, const float Radius, int32 NumSides, int32 NumRings);
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void AddCapsule(AkSurfIdx surfIdx, const FVector& Origin, const FVector& XAxis, const FVector& YAxis, const FVector& ZAxis, float Radius, float HalfHeight, int32 NumSides);
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}; |