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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 19:29:19 +02:00

audio subsystem: completed base functionality of the renderer, external and engine sounds moved from cab to vehicle, minor fixes to various sound-related methods

This commit is contained in:
tmj-fstate
2017-11-29 01:50:57 +01:00
parent bc43c21174
commit 3afff7c3ab
27 changed files with 2488 additions and 1929 deletions

View File

@@ -124,7 +124,9 @@ private:
TSubModel *Next { nullptr };
TSubModel *Child { nullptr };
public: // temporary access, clean this up during refactoring
gfx::geometry_handle m_geometry { 0, 0 }; // geometry of the submodel
private:
material_handle m_material { null_handle }; // numer tekstury, -1 wymienna, 0 brak
bool bWire { false }; // nie używane, ale wczytywane
float Opacity { 1.0f };
@@ -138,9 +140,7 @@ public: // chwilowo
float m_boundingradius { 0 };
size_t iAnimOwner{ 0 }; // roboczy numer egzemplarza, który ustawił animację
TAnimType b_aAnim{ at_None }; // kody animacji oddzielnie, bo zerowane
public:
float4x4 *mAnimMatrix{ nullptr }; // macierz do animacji kwaternionowych (należy do AnimContainer)
public:
TSubModel **smLetter{ nullptr }; // wskaźnik na tablicę submdeli do generoania tekstu (docelowo zapisać do E3D)
TSubModel *Parent{ nullptr }; // nadrzędny, np. do wymnażania macierzy
int iVisible{ 1 }; // roboczy stan widoczności
@@ -172,7 +172,10 @@ public:
void SetRotateIK1(float3 vNewAngles);
TSubModel * GetFromName( std::string const &search, bool i = true );
inline float4x4 * GetMatrix() { return fMatrix; };
inline void Hide() { iVisible = 0; };
inline float4x4 const * GetMatrix() const { return fMatrix; };
// returns offset vector from root
glm::vec3 offset( float const Geometrytestoffsetthreshold = 0.f ) const;
inline void Hide() { iVisible = 0; };
void create_geometry( std::size_t &Dataoffset, gfx::geometrybank_handle const &Bank );
int FlagsCheck();
@@ -200,7 +203,7 @@ public:
return *(fMatrix->TranslationGet()) + Child->Translation1Get(); }
material_handle GetMaterial() const {
return m_material; }
void ParentMatrix(float4x4 *m);
void ParentMatrix(float4x4 *m) const;
float MaxY( float4x4 const &m );
void deserialize(std::istream&);