Docs: Add audio module architecture design document

- Add XCEngine音频模块架构设计.md
- Design audio system following Unity-style architecture
- Include AudioSourceComponent, AudioListenerComponent, AudioClip, AudioMixer
- Document DSP effect system (FFT, Reverb, EQ, Compressor)
- Document 3D spatial audio with HRTF support
- Define IAudioBackend abstraction layer with WASAPI/OpenAL backends
- Outline 5-phase implementation priorities
This commit is contained in:
2026-03-20 19:59:06 +08:00
parent 394bec9db6
commit 810b0861c5
11 changed files with 2893 additions and 0 deletions

View File

@@ -0,0 +1,57 @@
#pragma once
#include <string>
#include <cstdint>
namespace XCEngine {
namespace Components {
class GameObject;
class TransformComponent;
class Scene;
class Component {
public:
virtual ~Component() = default;
virtual void Awake() {}
virtual void Start() {}
virtual void Update(float deltaTime) {}
virtual void FixedUpdate() {}
virtual void LateUpdate(float deltaTime) {}
virtual void OnEnable() {}
virtual void OnDisable() {}
virtual void OnDestroy() {}
virtual std::string GetName() const = 0;
GameObject* GetGameObject() const { return m_gameObject; }
TransformComponent& transform() const;
Scene* GetScene() const;
bool IsEnabled() const { return m_enabled; }
void SetEnabled(bool enabled) {
if (m_enabled != enabled) {
m_enabled = enabled;
if (m_enabled) {
OnEnable();
} else {
OnDisable();
}
}
}
protected:
Component() = default;
private:
bool m_enabled = true;
protected:
GameObject* m_gameObject = nullptr;
friend class GameObject;
};
} // namespace Components
} // namespace XCEngine

View File

@@ -0,0 +1,174 @@
#pragma once
#include "Component.h"
#include "TransformComponent.h"
#include <string>
#include <vector>
#include <memory>
#include <unordered_map>
namespace XCEngine {
namespace Components {
class Scene;
class GameObject {
public:
using ID = uint64_t;
static constexpr ID INVALID_ID = 0;
GameObject();
explicit GameObject(const std::string& name);
~GameObject();
ID GetID() const { return m_id; }
const std::string& GetName() const { return m_name; }
void SetName(const std::string& name) { m_name = name; }
Scene* GetScene() const { return m_scene; }
TransformComponent* GetTransform() { return m_transform; }
const TransformComponent* GetTransform() const { return m_transform; }
template<typename T, typename... Args>
T* AddComponent(Args&&... args) {
auto component = std::make_unique<T>(std::forward<Args>(args)...);
component->m_gameObject = this;
T* ptr = component.get();
m_components.emplace_back(std::move(component));
return ptr;
}
template<typename T>
T* GetComponent() {
for (auto& comp : m_components) {
if (T* casted = dynamic_cast<T*>(comp.get())) {
return casted;
}
}
return nullptr;
}
template<typename T>
const T* GetComponent() const {
for (auto& comp : m_components) {
if (T* casted = dynamic_cast<T*>(comp.get())) {
return casted;
}
}
return nullptr;
}
template<typename T>
std::vector<T*> GetComponents() {
std::vector<T*> result;
for (auto& comp : m_components) {
if (T* casted = dynamic_cast<T*>(comp.get())) {
result.push_back(casted);
}
}
return result;
}
template<typename T>
std::vector<const T*> GetComponents() const {
std::vector<const T*> result;
for (auto& comp : m_components) {
if (const T* casted = dynamic_cast<const T*>(comp.get())) {
result.push_back(casted);
}
}
return result;
}
template<typename T>
T* GetComponentInChildren() {
T* comp = GetComponent<T>();
if (comp) {
return comp;
}
for (auto* child : m_children) {
comp = child->GetComponentInChildren<T>();
if (comp) {
return comp;
}
}
return nullptr;
}
template<typename T>
T* GetComponentInParent() {
if (m_parent) {
T* comp = m_parent->GetComponent<T>();
if (comp) {
return comp;
}
return m_parent->GetComponentInParent<T>();
}
return nullptr;
}
template<typename T>
std::vector<T*> GetComponentsInChildren() {
std::vector<T*> result;
std::vector<T*> comps = GetComponents<T>();
result.insert(result.end(), comps.begin(), comps.end());
for (auto* child : m_children) {
std::vector<T*> childComps = child->GetComponentsInChildren<T>();
result.insert(result.end(), childComps.begin(), childComps.end());
}
return result;
}
// Hierarchy
GameObject* GetParent() const { return m_parent; }
void SetParent(GameObject* parent);
void SetParent(GameObject* parent, bool worldPositionStays);
size_t GetChildCount() const { return m_children.size(); }
GameObject* GetChild(size_t index) const;
std::vector<GameObject*> GetChildren() const;
void DetachChildren();
// Active state
bool IsActive() const { return m_activeSelf; }
void SetActive(bool active);
bool IsActiveInHierarchy() const;
// Static find
static GameObject* Find(const std::string& name);
static std::vector<GameObject*> FindObjectsOfType();
static std::vector<GameObject*> FindGameObjectsWithTag(const std::string& tag);
// Lifecycle
void Awake();
void Start();
void Update(float deltaTime);
void FixedUpdate();
void LateUpdate(float deltaTime);
void OnDestroy();
void Destroy();
private:
ID m_id = INVALID_ID;
std::string m_name;
bool m_activeSelf = true;
GameObject* m_parent = nullptr;
std::vector<GameObject*> m_children;
Scene* m_scene = nullptr;
TransformComponent* m_transform = nullptr;
std::vector<std::unique_ptr<Component>> m_components;
static ID s_nextID;
static std::unordered_map<ID, GameObject*>& GetGlobalRegistry();
friend class Scene;
friend class SceneManager;
};
} // namespace Components
} // namespace XCEngine

View File

@@ -0,0 +1,114 @@
#pragma once
#include "Component.h"
#include <XCEngine/Math/Vector3.h>
#include <XCEngine/Math/Quaternion.h>
#include <XCEngine/Math/Matrix4.h>
#include <vector>
#include <string>
namespace XCEngine {
namespace Components {
class GameObject;
class Scene;
enum class Space {
Self,
World
};
class TransformComponent : public Component {
public:
TransformComponent();
~TransformComponent() override = default;
std::string GetName() const override { return "Transform"; }
// Local space getters/setters
const Math::Vector3& GetLocalPosition() const { return m_localPosition; }
void SetLocalPosition(const Math::Vector3& position) { m_localPosition = position; SetDirty(); }
const Math::Quaternion& GetLocalRotation() const { return m_localRotation; }
void SetLocalRotation(const Math::Quaternion& rotation) { m_localRotation = rotation; SetDirty(); }
const Math::Vector3& GetLocalScale() const { return m_localScale; }
void SetLocalScale(const Math::Vector3& scale) { m_localScale = scale; SetDirty(); }
Math::Vector3 GetLocalEulerAngles() const;
void SetLocalEulerAngles(const Math::Vector3& eulers);
// World space getters/setters
Math::Vector3 GetPosition() const;
void SetPosition(const Math::Vector3& position);
Math::Quaternion GetRotation() const;
void SetRotation(const Math::Quaternion& rotation);
Math::Vector3 GetScale() const;
void SetScale(const Math::Vector3& scale);
// Direction vectors
Math::Vector3 GetForward() const;
Math::Vector3 GetRight() const;
Math::Vector3 GetUp() const;
// Matrix operations
const Math::Matrix4x4& GetLocalToWorldMatrix() const;
Math::Matrix4x4 GetWorldToLocalMatrix() const;
// Hierarchy - parent
TransformComponent* GetParent() const { return m_parent; }
void SetParent(TransformComponent* parent, bool worldPositionStays = true);
void SetParent(TransformComponent* parent) { SetParent(parent, true); }
// Hierarchy - children
size_t GetChildCount() const { return m_children.size(); }
TransformComponent* GetChild(size_t index) const;
TransformComponent* Find(const std::string& name) const;
void DetachChildren();
// Hierarchy - sibling
int GetSiblingIndex() const { return m_siblingIndex; }
void SetSiblingIndex(int index);
void SetAsFirstSibling();
void SetAsLastSibling();
// Transform operations
void LookAt(const Math::Vector3& target);
void LookAt(const Math::Vector3& target, const Math::Vector3& up);
void Rotate(const Math::Vector3& eulers, Space relativeTo = Space::Self);
void Rotate(const Math::Vector3& axis, float angle, Space relativeTo = Space::Self);
void Translate(const Math::Vector3& translation, Space relativeTo = Space::Self);
// Point/direction transforms
Math::Vector3 TransformPoint(const Math::Vector3& point) const;
Math::Vector3 InverseTransformPoint(const Math::Vector3& point) const;
Math::Vector3 TransformDirection(const Math::Vector3& direction) const;
Math::Vector3 InverseTransformDirection(const Math::Vector3& direction) const;
// Internal
void SetDirty();
void UpdateWorldTransform() const;
void NotifyHierarchyChanged();
private:
Math::Vector3 m_localPosition = Math::Vector3::Zero();
Math::Quaternion m_localRotation = Math::Quaternion::Identity();
Math::Vector3 m_localScale = Math::Vector3::One();
TransformComponent* m_parent = nullptr;
std::vector<TransformComponent*> m_children;
mutable Math::Matrix4x4 m_localToWorldMatrix;
mutable Math::Vector3 m_worldPosition;
mutable Math::Quaternion m_worldRotation;
mutable Math::Vector3 m_worldScale;
mutable bool m_dirty = true;
int m_siblingIndex = 0;
friend class GameObject;
};
} // namespace Components
} // namespace XCEngine

View File

@@ -0,0 +1,113 @@
#pragma once
#include <string>
#include <vector>
#include <unordered_map>
#include <unordered_set>
#include <XCEngine/Core/Event.h>
#include <XCEngine/Components/GameObject.h>
namespace XCEngine {
namespace Components {
class Scene {
public:
using GameObjectID = uint64_t;
static constexpr GameObjectID INVALID_GAMEOBJECT_ID = 0;
Scene();
explicit Scene(const std::string& name);
~Scene();
const std::string& GetName() const { return m_name; }
void SetName(const std::string& name) { m_name = name; }
bool IsActive() const { return m_active; }
void SetActive(bool active) { m_active = active; }
GameObject* CreateGameObject(const std::string& name, GameObject* parent = nullptr);
void DestroyGameObject(GameObject* gameObject);
GameObject* Find(const std::string& name) const;
GameObject* FindGameObjectWithTag(const std::string& tag) const;
template<typename T>
T* FindObjectOfType() const {
for (auto* go : GetRootGameObjects()) {
if (T* comp = go->GetComponent<T>()) {
return comp;
}
if (T* comp = FindInChildren<T>(go)) {
return comp;
}
}
return nullptr;
}
template<typename T>
std::vector<T*> FindObjectsOfType() const {
std::vector<T*> results;
for (auto* go : GetRootGameObjects()) {
if (T* comp = go->GetComponent<T>()) {
results.push_back(comp);
}
FindInChildren<T>(go, results);
}
return results;
}
std::vector<GameObject*> GetRootGameObjects() const;
void Update(float deltaTime);
void FixedUpdate(float fixedDeltaTime);
void LateUpdate(float deltaTime);
void Load(const std::string& filePath);
void Save(const std::string& filePath);
Core::Event<GameObject*>& OnGameObjectCreated() { return m_onGameObjectCreated; }
Core::Event<GameObject*>& OnGameObjectDestroyed() { return m_onGameObjectDestroyed; }
private:
GameObject* FindInChildren(GameObject* parent, const std::string& name) const;
template<typename T>
T* FindInChildren(GameObject* parent) const {
for (size_t i = 0; i < parent->GetChildCount(); ++i) {
GameObject* child = parent->GetChild(i);
if (T* comp = child->GetComponent<T>()) {
return comp;
}
if (T* comp = FindInChildren<T>(child)) {
return comp;
}
}
return nullptr;
}
template<typename T>
void FindInChildren(GameObject* parent, std::vector<T*>& results) const {
for (size_t i = 0; i < parent->GetChildCount(); ++i) {
GameObject* child = parent->GetChild(i);
if (T* comp = child->GetComponent<T>()) {
results.push_back(comp);
}
FindInChildren<T>(child, results);
}
}
std::string m_name;
bool m_active = true;
std::unordered_map<GameObjectID, std::unique_ptr<GameObject>> m_gameObjects;
std::vector<GameObjectID> m_rootGameObjects;
std::unordered_set<GameObjectID> m_gameObjectIDs;
Core::Event<GameObject*> m_onGameObjectCreated;
Core::Event<GameObject*> m_onGameObjectDestroyed;
friend class GameObject;
friend class SceneManager;
};
} // namespace Components
} // namespace XCEngine

View File

@@ -0,0 +1,48 @@
#pragma once
#include "Scene.h"
#include <string>
#include <vector>
#include <unordered_map>
#include <functional>
namespace XCEngine {
namespace Components {
class SceneManager {
public:
static SceneManager& Get();
Scene* CreateScene(const std::string& name);
void LoadScene(const std::string& filePath);
void LoadSceneAsync(const std::string& filePath, std::function<void(Scene*)> callback);
void UnloadScene(Scene* scene);
void UnloadScene(const std::string& sceneName);
void SetActiveScene(Scene* scene);
void SetActiveScene(const std::string& sceneName);
Scene* GetActiveScene() const { return m_activeScene; }
Scene* GetScene(const std::string& name) const;
std::vector<Scene*> GetAllScenes() const;
Core::Event<Scene*>& OnSceneLoaded() { return m_onSceneLoaded; }
Core::Event<Scene*>& OnSceneUnloaded() { return m_onSceneUnloaded; }
Core::Event<Scene*>& OnActiveSceneChanged() { return m_onActiveSceneChanged; }
private:
SceneManager() = default;
~SceneManager() = default;
SceneManager(const SceneManager&) = delete;
SceneManager& operator=(const SceneManager&) = delete;
Scene* m_activeScene = nullptr;
std::unordered_map<std::string, std::unique_ptr<Scene>> m_scenes;
Core::Event<Scene*> m_onSceneLoaded;
Core::Event<Scene*> m_onSceneUnloaded;
Core::Event<Scene*> m_onActiveSceneChanged;
};
} // namespace Components
} // namespace XCEngine