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Trinity tells each emitter which ball it is mounted on through ITr2AudParentBall. Emitters hold it weakly and the sightline pass hands it to destiny with the emitter's position, so destiny can skip that ball's own geometry. Deployables and walls no longer occlude their own emitters. IEveObstructionQuery2 replaces IEveObstructionQuery: Blue matches interfaces by name, so the new QuerySightlines signature needs a new name.
ccp-zoetrope
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Nov 2, 2026
ccp-zoetrope
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I made a suggestion that I don't consider blocking but more of a nice to have if you agree.
| * @return False when there is no answer right now (no world loaded, mid-transition). It means "ask | ||
| * again", not "nothing is blocked": the caller keeps its previous results and retries. | ||
| */ | ||
| virtual bool QuerySightlines( const Vector3& source, const Vector3* targets, IRoot* const* targetParents, unsigned int targetCount, bool* outBlocked ) = 0; |
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Since we're redefining the interface currently I think it would simplify things if both the position of the ball and it's owner travelled together in a struct or something. Something like
struct EveSightLineTarget
{
Vector3 position;
IRoot* parent;
}
Instead of having targets and targetParents as separate concepts.
From a readability point of view it makes it easier for me to reason about personally and will make it easier to not accidentally have the parent and position drift while keeping track of them.
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Summary
Follow-up to #22. Emitters on a deployable or wall were occluded by that object's own collision. Trinity now gives each emitter the ball it is mounted on through
ITr2AudParentBall(carbonengine/trinity#134).IEveObstructionQuery2replacesIEveObstructionQuery. Blue matches interfaces by name, so the newQuerySightlinessignature needs a new name. Destiny implements both, so destiny ships first.Depends on carbonengine/trinityaudioapi#11. The
carbon-trinityaudioapibump follows once the registry has the port.Testing