VJ Master 1.0
Real-time audio analysis and visualisation.
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FST_VJ_GraphBullder_Boids Class Reference

Handles the construction and execution of boid simulations and audio processing for the ST Audio Visualisation system. More...

#include <ST_VJ_BoidsGB.h>

Static Public Member Functions

static void InitReactiveBoids_RenderThread (FRDGBuilder &GraphBuilder, const TCHAR *OwnerName, const TArray< FST_VJ_BoidItem > &BoidsArray, const FST_VJ_BoidCurrentParameters &BoidCurrentParameters, const FST_VJ_ReactiveBoidDynamicParameters ReactiveBoidDynamicParameters, FST_VJ_BoidsRDGStateData &BoidsRDGStateData, FST_VJ_PingPongBuffer &BoidsPingPongBuffer)
 Initializes the reactive boids simulation on the render thread.
static void ExecuteReactiveBoids_RenderThread (FRDGBuilder &GraphBuilder, const TCHAR *OwnerName, const FST_VJ_BoidCurrentParameters &BoidCurrentParameters, const FST_VJ_ReactiveBoidDynamicParameters ReactiveBoidDynamicParameters, FST_VJ_BoidsRDGStateData &BoidsRDGStateData, FST_VJ_PingPongBuffer &BoidsPingPongBuffer, float DeltaTime, FST_AudioIOBuffers_RenderThread &ST_AudioIOBuffers_RT)
 Executes the reactive boids simulation on the render thread.
static void InitST_Audio_RenderThread (FRDGBuilder &GraphBuilder, const TCHAR *OwnerName, FST_AudioIOData_GameThread &ST_AudioIOData_GT, FST_AudioIOBuffers_RenderThread &ST_AudioIOBuffers_RT)
 Initializes the audio data buffers on the render thread.
static void ExecuteST_Audio_RenderThread (FRDGBuilder &GraphBuilder, const TCHAR *OwnerName, FST_AudioIOData_GameThread &ST_AudioIOData_GT, FST_AudioIOBuffers_RenderThread &ST_AudioIOBuffers_RT)
 Executes audio data processing on the render thread.

Detailed Description

Handles the construction and execution of boid simulations and audio processing for the ST Audio Visualisation system.

Member Function Documentation

◆ ExecuteReactiveBoids_RenderThread()

void FST_VJ_GraphBullder_Boids::ExecuteReactiveBoids_RenderThread ( FRDGBuilder & GraphBuilder,
const TCHAR * OwnerName,
const FST_VJ_BoidCurrentParameters & BoidCurrentParameters,
const FST_VJ_ReactiveBoidDynamicParameters ReactiveBoidDynamicParameters,
FST_VJ_BoidsRDGStateData & BoidsRDGStateData,
FST_VJ_PingPongBuffer & BoidsPingPongBuffer,
float DeltaTime,
FST_AudioIOBuffers_RenderThread & ST_AudioIOBuffers_RT )
static

Executes the reactive boids simulation on the render thread.

Parameters
GraphBuilderThe render dependency graph builder.
OwnerNameThe name of the owner for debugging and identification purposes.
BoidCurrentParametersCurrent parameters for boid simulation.
ReactiveBoidDynamicParametersDynamic parameters for reactive boids.
BoidsRDGStateDataState data for the boids simulation.
BoidsPingPongBufferPing-pong buffer containing the boid simulation states.
DeltaTimeTime elapsed since the last update, used for simulation steps.
ST_AudioIOBuffers_RTAudio input/output buffers used during rendering.

◆ ExecuteST_Audio_RenderThread()

void FST_VJ_GraphBullder_Boids::ExecuteST_Audio_RenderThread ( FRDGBuilder & GraphBuilder,
const TCHAR * OwnerName,
FST_AudioIOData_GameThread & ST_AudioIOData_GT,
FST_AudioIOBuffers_RenderThread & ST_AudioIOBuffers_RT )
static

Executes audio data processing on the render thread.

Parameters
GraphBuilderThe render dependency graph builder.
OwnerNameThe name of the owner for debugging and identification purposes.
ST_AudioIOData_GTAudio input/output data from the game thread.
ST_AudioIOBuffers_RTAudio input/output buffers on the render thread to process.

◆ InitReactiveBoids_RenderThread()

void FST_VJ_GraphBullder_Boids::InitReactiveBoids_RenderThread ( FRDGBuilder & GraphBuilder,
const TCHAR * OwnerName,
const TArray< FST_VJ_BoidItem > & BoidsArray,
const FST_VJ_BoidCurrentParameters & BoidCurrentParameters,
const FST_VJ_ReactiveBoidDynamicParameters ReactiveBoidDynamicParameters,
FST_VJ_BoidsRDGStateData & BoidsRDGStateData,
FST_VJ_PingPongBuffer & BoidsPingPongBuffer )
static

Initializes the reactive boids simulation on the render thread.

Parameters
GraphBuilderThe render dependency graph builder.
OwnerNameThe name of the owner for debugging and identification purposes.
BoidsArrayArray of initial boid items to initialize.
BoidCurrentParametersCurrent parameters for boid simulation.
ReactiveBoidDynamicParametersDynamic parameters for reactive boids.
BoidsRDGStateDataOutput state data for the boids simulation.
BoidsPingPongBufferPing-pong buffer for storing boid simulation states.

◆ InitST_Audio_RenderThread()

void FST_VJ_GraphBullder_Boids::InitST_Audio_RenderThread ( FRDGBuilder & GraphBuilder,
const TCHAR * OwnerName,
FST_AudioIOData_GameThread & ST_AudioIOData_GT,
FST_AudioIOBuffers_RenderThread & ST_AudioIOBuffers_RT )
static

Initializes the audio data buffers on the render thread.

Parameters
GraphBuilderThe render dependency graph builder.
OwnerNameThe name of the owner for debugging and identification purposes.
ST_AudioIOData_GTAudio input/output data from the game thread.
ST_AudioIOBuffers_RTAudio input/output buffers on the render thread to initialize.

The documentation for this class was generated from the following files:
  • H:/Games/Unreal/Aaron/FunWithShaders/Plugins/ST_VJMaster/Source/ST_AudioVisualisation/Public/Compute/GraphBuilder/ST_VJ_BoidsGB.h
  • H:/Games/Unreal/Aaron/FunWithShaders/Plugins/ST_VJMaster/Source/ST_AudioVisualisation/Private/Compute/GraphBuilder/ST_VJ_BoidsGB.cpp