c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
273 lines
9.2 KiB
C++
273 lines
9.2 KiB
C++
/*************************************************************************/
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/* spatial_player.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "spatial_player.h"
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#include "servers/audio_server.h"
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#include "camera.h"
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#include "servers/spatial_sound_server.h"
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#include "scene/resources/surface_tool.h"
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void SpatialPlayer::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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//find the sound space
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source_rid = SpatialSoundServer::get_singleton()->source_create(get_world()->get_sound_space());
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for(int i=0;i<PARAM_MAX;i++)
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set_param(Param(i),params[i]);
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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SpatialSoundServer::get_singleton()->source_set_transform(source_rid,get_global_transform());
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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if (source_rid.is_valid())
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SpatialSoundServer::get_singleton()->free(source_rid);
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} break;
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}
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}
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void SpatialPlayer::set_param( Param p_param, float p_value) {
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ERR_FAIL_INDEX(p_param,PARAM_MAX);
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params[p_param]=p_value;
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if (p_param==PARAM_EMISSION_CONE_DEGREES) {
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update_gizmo();
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}
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if (source_rid.is_valid())
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SpatialSoundServer::get_singleton()->source_set_param(source_rid,(SpatialSoundServer::SourceParam)p_param,p_value);
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}
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float SpatialPlayer::get_param( Param p_param) const {
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ERR_FAIL_INDEX_V(p_param,PARAM_MAX,0);
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return params[p_param];
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}
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bool SpatialPlayer::_can_gizmo_scale() const {
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return false;
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}
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RES SpatialPlayer::_get_gizmo_geometry() const {
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Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
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Ref<FixedMaterial> mat( memnew( FixedMaterial ));
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mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.0,0.6,0.7,0.05) );
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mat->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.5,0.7,0.8) );
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mat->set_blend_mode( Material::BLEND_MODE_ADD );
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mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
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// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
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surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
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surface_tool->set_material(mat);
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int sides=16;
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int sections=24;
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// float len=1;
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float deg=Math::deg2rad(params[PARAM_EMISSION_CONE_DEGREES]);
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if (deg==180)
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deg=179.5;
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Vector3 to=Vector3(0,0,-1);
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for(int j=0;j<sections;j++) {
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Vector3 p1=Matrix3(Vector3(1,0,0),deg*j/sections).xform(to);
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Vector3 p2=Matrix3(Vector3(1,0,0),deg*(j+1)/sections).xform(to);
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for(int i=0;i<sides;i++) {
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Vector3 p1r = Matrix3(Vector3(0,0,1),Math_PI*2*float(i)/sides).xform(p1);
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Vector3 p1s = Matrix3(Vector3(0,0,1),Math_PI*2*float(i+1)/sides).xform(p1);
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Vector3 p2s = Matrix3(Vector3(0,0,1),Math_PI*2*float(i+1)/sides).xform(p2);
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Vector3 p2r = Matrix3(Vector3(0,0,1),Math_PI*2*float(i)/sides).xform(p2);
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surface_tool->add_normal(p1r.normalized());
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surface_tool->add_vertex(p1r);
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surface_tool->add_normal(p1s.normalized());
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surface_tool->add_vertex(p1s);
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surface_tool->add_normal(p2s.normalized());
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surface_tool->add_vertex(p2s);
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surface_tool->add_normal(p1r.normalized());
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surface_tool->add_vertex(p1r);
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surface_tool->add_normal(p2s.normalized());
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surface_tool->add_vertex(p2s);
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surface_tool->add_normal(p2r.normalized());
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surface_tool->add_vertex(p2r);
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if (j==sections-1) {
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surface_tool->add_normal(p2r.normalized());
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surface_tool->add_vertex(p2r);
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surface_tool->add_normal(p2s.normalized());
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surface_tool->add_vertex(p2s);
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surface_tool->add_normal(Vector3(0,0,1));
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surface_tool->add_vertex(Vector3());
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}
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}
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}
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Ref<Mesh> mesh = surface_tool->commit();
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Ref<FixedMaterial> mat_speaker( memnew( FixedMaterial ));
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mat_speaker->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.3,0.3,0.6) );
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mat_speaker->set_parameter( FixedMaterial::PARAM_SPECULAR,Color(0.5,0.5,0.6) );
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//mat_speaker->set_blend_mode( Material::BLEND_MODE_MIX);
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//mat_speaker->set_flag(Material::FLAG_DOUBLE_SIDED,false);
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//mat_speaker->set_flag(Material::FLAG_UNSHADED,true);
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surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
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surface_tool->set_material(mat_speaker);
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// float radius=1;
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const int speaker_points=8;
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Vector3 speaker[speaker_points]={
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Vector3(0,0,1)*0.15,
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Vector3(1,1,1)*0.15,
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Vector3(1,1,0)*0.15,
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Vector3(2,2,-1)*0.15,
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Vector3(1,1,-1)*0.15,
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Vector3(0.8,0.8,-1.2)*0.15,
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Vector3(0.5,0.5,-1.4)*0.15,
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Vector3(0.0,0.0,-1.6)*0.15
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};
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int speaker_sides=10;
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for(int i = 0; i < speaker_sides ; i++) {
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Matrix3 ma(Vector3(0,0,1),Math_PI*2*float(i)/speaker_sides);
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Matrix3 mb(Vector3(0,0,1),Math_PI*2*float(i+1)/speaker_sides);
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for(int j=0;j<speaker_points-1;j++) {
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Vector3 points[4]={
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ma.xform(speaker[j]),
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mb.xform(speaker[j]),
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mb.xform(speaker[j+1]),
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ma.xform(speaker[j+1]),
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};
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Vector3 n = -Plane(points[0],points[1],points[2]).normal;
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surface_tool->add_normal(n);
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surface_tool->add_vertex(points[0]);
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surface_tool->add_normal(n);
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surface_tool->add_vertex(points[2]);
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surface_tool->add_normal(n);
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surface_tool->add_vertex(points[1]);
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surface_tool->add_normal(n);
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surface_tool->add_vertex(points[0]);
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surface_tool->add_normal(n);
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surface_tool->add_vertex(points[3]);
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surface_tool->add_normal(n);
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surface_tool->add_vertex(points[2]);
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}
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}
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return surface_tool->commit(mesh);
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}
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void SpatialPlayer::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_param","param","value"),&SpatialPlayer::set_param);
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ObjectTypeDB::bind_method(_MD("get_param","param"),&SpatialPlayer::get_param);
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BIND_CONSTANT( PARAM_VOLUME_DB );
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BIND_CONSTANT( PARAM_PITCH_SCALE );
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BIND_CONSTANT( PARAM_ATTENUATION_MIN_DISTANCE );
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BIND_CONSTANT( PARAM_ATTENUATION_MAX_DISTANCE );
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BIND_CONSTANT( PARAM_ATTENUATION_DISTANCE_EXP );
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BIND_CONSTANT( PARAM_EMISSION_CONE_DEGREES );
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BIND_CONSTANT( PARAM_EMISSION_CONE_ATTENUATION_DB );
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BIND_CONSTANT( PARAM_MAX );
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/volume_db",PROPERTY_HINT_RANGE, "-80,24,0.01"),_SCS("set_param"),_SCS("get_param"),PARAM_VOLUME_DB);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/pitch_scale",PROPERTY_HINT_RANGE, "0.001,32,0.001"),_SCS("set_param"),_SCS("get_param"),PARAM_PITCH_SCALE);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/attenuation/min_distance",PROPERTY_HINT_RANGE, "0.01,4096,0.01"),_SCS("set_param"),_SCS("get_param"),PARAM_ATTENUATION_MIN_DISTANCE);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/attenuation/max_distance",PROPERTY_HINT_RANGE, "0.01,4096,0.01"),_SCS("set_param"),_SCS("get_param"),PARAM_ATTENUATION_MAX_DISTANCE);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/attenuation/distance_exp",PROPERTY_HINT_EXP_EASING, "attenuation"),_SCS("set_param"),_SCS("get_param"),PARAM_ATTENUATION_DISTANCE_EXP);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/emission_cone/degrees",PROPERTY_HINT_RANGE, "0,180,0.01"),_SCS("set_param"),_SCS("get_param"),PARAM_EMISSION_CONE_DEGREES);
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ADD_PROPERTYI( PropertyInfo( Variant::REAL, "params/emission_cone/attenuation_db",PROPERTY_HINT_RANGE, "-80,24,0.01"),_SCS("set_param"),_SCS("get_param"),PARAM_EMISSION_CONE_ATTENUATION_DB);
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}
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SpatialPlayer::SpatialPlayer() {
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params[PARAM_VOLUME_DB]=0.0;
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params[PARAM_PITCH_SCALE]=1.0;
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params[PARAM_ATTENUATION_MIN_DISTANCE]=1;
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params[PARAM_ATTENUATION_MAX_DISTANCE]=100;
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params[PARAM_ATTENUATION_DISTANCE_EXP]=1.0; //linear (and not really good)
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params[PARAM_EMISSION_CONE_DEGREES]=180.0; //cone disabled
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params[PARAM_EMISSION_CONE_ATTENUATION_DB]=-6.0; //minus 6 db attenuation
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}
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SpatialPlayer::~SpatialPlayer() {
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}
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