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- /*******************************************************************************
- The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
- Technology released in source code form as part of the game integration package.
- The content of this file may not be used without valid licenses to the
- AUDIOKINETIC Wwise Technology.
- Note that the use of the game engine is subject to the Unreal(R) Engine End User
- License Agreement at https://www.unrealengine.com/en-US/eula/unreal
-
- License Usage
-
- Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
- this file in accordance with the end user license agreement provided with the
- software or, alternatively, in accordance with the terms contained
- in a written agreement between you and Audiokinetic Inc.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- #pragma once
- #include "AkAcousticTexture.h"
- #include "AkSurfaceReflectorSetUtils.generated.h"
- namespace AkSurfaceReflectorUtils
- {
- static float EQUALITY_THRESHOLD = 0.001f;
- }
- /** An edge between two vertices */
- USTRUCT()
- struct FAkSurfaceEdgeVerts
- {
- GENERATED_BODY()
- static bool EdgesShareVertex(const FAkSurfaceEdgeVerts& Edge1, const FAkSurfaceEdgeVerts& Edge2);
- FAkSurfaceEdgeVerts() {}
- FAkSurfaceEdgeVerts(FVector InV0, FVector InV1) : V0(InV0), V1(InV1) {}
- FVector V0 = FVector::ZeroVector;
- FVector V1 = FVector::ZeroVector;
- FVector GetUnitVector() const { return (V1 - V0).GetSafeNormal(); }
- FAkSurfaceEdgeVerts GetTransformedEdge(const FTransform& Transform) const;
- void TransformEdge(const FTransform& Transform);
- void Invert();
- };
- /** Information about an edge */
- USTRUCT()
- struct FAkSurfaceEdgeInfo
- {
- GENERATED_BODY()
- FAkSurfaceEdgeVerts EdgeVerts;
- FVector Normal;
- bool IsEnabled = true;
- bool IsBoundary = true;
- bool IsFlat = false;
- const FVector V0() const { return EdgeVerts.V0; }
- const FVector V1() const { return EdgeVerts.V1; }
- void SetV0(FVector V0) { EdgeVerts.V0 = V0; }
- void SetV1(FVector V1) { EdgeVerts.V1 = V1; }
- int64 GetHash()
- {
- int64 H0 = GetTypeHash(V0());
- int64 H1 = GetTypeHash(V1());
- if (H1 > H0)
- {
- int64 temp = H0;
- H0 = H1;
- H1 = temp;
- }
- return H1 << 32 | H0;
- }
- FAkSurfaceEdgeInfo();
- FAkSurfaceEdgeInfo(FVector InV0, FVector InV1);
- };
- /** Contains the properties of a face from the ParentBrush of a UAkSurfaceReflectorSetComponent. */
- USTRUCT(BlueprintType)
- struct FAkSurfacePoly
- {
- GENERATED_BODY()
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Surface Properties")
- UAkAcousticTexture* Texture = nullptr;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Surface Properties", DisplayName = "Transmission Loss", meta = (ClampMin = "0.0", ClampMax = "1.0"))
- float Occlusion = 1.f;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Surface Properties")
- bool EnableSurface = true;
- void SetSurfaceArea(float area) { SurfaceArea = area; }
- float GetSurfaceArea() const { return SurfaceArea; }
- #if WITH_EDITOR
- FVector Normal;
- FVector MidPoint;
- /* The edges of the polygon */
- TArray<FAkSurfaceEdgeVerts> Edges;
- /* Keeps track of the optimal dot product between the chosen up vector and view camera up vector.
- This is used to minimize the flickering of text as it switches between edges each frame. */
- mutable float OptimalEdgeDP = 0.0f;
- void ClearEdgeInfo();
- FText GetPolyText(bool includeOcclusion) const;
- #endif
- private:
- UPROPERTY()
- float SurfaceArea = 0.0f;
- };
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