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nekohook/modules/source2013/sdk/game/server/physconstraint_sounds.h
2020-08-04 13:13:01 -04:00

289 lines
9.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Data types used inside constraints for the purpose of playing sounds
// during movement.
//
//=============================================================================//
#ifndef PHYSCONSTRAINT_SOUNDS_H
#define PHYSCONSTRAINT_SOUNDS_H
#ifdef _WIN32
#pragma once
#endif
#include <mathlib/ssemath.h>
#include "soundenvelope.h"
/** \brief Class to store a sampled history of velocity for an object -- used
for certain sound calculations
Although this contains only one sample for now, it exists as an interface
so as to make simpler the possibility of moving to a ring buffer
implementation in the future.
The "sample rate" variable is not nominal: it should be used to specify
the ClientThink() interval.
Be sure to use the beginSampling() function for the first sample, and
addSample() thereafter: this will be relevant and necessary for a ring
buffer implementation (which will have to perform certain initialization).
*/
class VelocitySampler {
public:
/*
enum
{
HISTORY_DEPTH_LOG = 3, // < log-base-2 of the sampler's array depth
HISTORY_DEPTH = (1 << VELOCITY_SAMPLER_HISTORY_DEPTH_LOG),
};
*/
/// Return the internally stored sample rate.
inline float getSampleRate() { return m_fIdealSampleRate; }
/// Store off the first recorded sample for the given object.
inline void BeginSampling(const Vector &relativeVelocity);
/// Record a sample. Do this LAST, after calling hasReversed() et al.
inline void AddSample(const Vector &relativeVelocity);
/// Using the sample history, determine if the object has reversed direction
/// with at least the given acceleration (in units/sec^2).
int HasReversed(const Vector &relativeVelocity,
const float thresholdAcceleration[],
const unsigned short numThresholds);
/// Call this in spawn(). (Not a constructor because those are difficult to
/// use in entities.)
void Initialize(float samplerate);
/// A convenience function for extracting the linear velocity of one object
/// relative to another.
inline static Vector GetRelativeVelocity(IPhysicsObject *pObj,
IPhysicsObject *pReferenceFrame);
/// A convenience function for extracting the angular velocity of one object
/// relative to another.
inline static Vector GetRelativeAngularVelocity(
IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
protected:
Vector m_prevSample;
float m_fPrevSampleTime;
float m_fIdealSampleRate;
};
struct SimpleConstraintSoundProfile {
// define the indices of the sound points:
enum {
kMIN_THRESHOLD, ///< below this no sound is played
kMIN_FULL, ///< at this velocity sound is at its loudest
kHIGHWATER, ///< high water mark for this enum
} eKeypoints;
float m_keyPoints[kHIGHWATER];
/// Number of entries in the reversal sound array
enum { kREVERSAL_SOUND_ARRAY_SIZE = 3 };
/// Acceleration threshold for playing the hard-reverse sound. Divided into
/// sections. Below the 0th threshold no sound will play.
float m_reversalSoundThresholds[kREVERSAL_SOUND_ARRAY_SIZE];
/// Get volume for given velocity [0..1]
float GetVolume(float inVel);
};
float SimpleConstraintSoundProfile::GetVolume(float inVel) {
// clamped lerp on 0-1
if (inVel <= m_keyPoints[kMIN_THRESHOLD]) {
return 0;
} else if (inVel >= m_keyPoints[kMIN_FULL]) {
return 1;
} else // lerp...
{
return (inVel - m_keyPoints[kMIN_THRESHOLD]) /
(m_keyPoints[kMIN_FULL] - m_keyPoints[kMIN_THRESHOLD]);
}
}
class CPhysConstraint;
/** This class encapsulates the data and behavior necessary for a constraint to
play sounds.
For the moment I have no easy means of populating this from an entity's
datadesc. You should explicitly fill out the fields with eg
DEFINE_KEYFIELD(
m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD]
, FIELD_FLOAT, "minSoundThreshold" ), DEFINE_KEYFIELD(
m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL]
, FIELD_FLOAT, "maxSoundThreshold" ), DEFINE_KEYFIELD(
m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ),
DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME,
"slidesoundback" ), DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSound,
FIELD_SOUNDNAME, "reversalsound" ), DEFINE_KEYFIELD(
m_soundInfo.m_soundProfile.m_reversalSoundThreshold , FIELD_FLOAT,
"reversalsoundthreshold" ),
*/
class ConstraintSoundInfo {
public:
// no ctor.
// dtor
~ConstraintSoundInfo();
/// Call from the constraint's Activate()
void OnActivate(CPhysConstraint *pOuter);
/// Constraint should have a think function that calls this. It should pass
/// in relative velocity between child and parent. (This need not be linear
/// velocity; it may be angular.)
void OnThink(CPhysConstraint *pOuter, const Vector &relativeVelocity);
/// This is how often the think function should be run:
inline float getThinkRate() const { return 0.09f; }
/// Call this before the first call to OnThink()
void StartThinking(CPhysConstraint *pOuter, const Vector &relativeVelocity,
const Vector &forwardVector);
/// Call this if you intend to stop calling OnThink():
void StopThinking(CPhysConstraint *pOuter);
/// Call from owner's Precache().
void OnPrecache(CPhysConstraint *pOuter);
VelocitySampler m_vSampler;
SimpleConstraintSoundProfile m_soundProfile;
Vector m_forwardAxis; ///< velocity in this direction is forward. The
///< opposite direction is backward.
string_t m_iszTravelSoundFwd,
m_iszTravelSoundBack; // Path/filename of WAV file to play.
CSoundPatch *m_pTravelSound;
bool m_bPlayTravelSound;
string_t m_iszReversalSounds
[SimpleConstraintSoundProfile::
kREVERSAL_SOUND_ARRAY_SIZE]; // Path/filename of WAV files to play
// -- one per entry in threshold.
// CSoundPatch *m_pReversalSound;
bool m_bPlayReversalSound;
protected:
/// Maintain consistency of internal datastructures on start
void ValidateInternals(CPhysConstraint *pOuter);
/// Stop playing any active sounds.
void DeleteAllSounds();
};
/////////////// INLINE FUNCTIONS
/// compute the relative velocity between an object and its parent. Just a
/// convenience.
Vector VelocitySampler::GetRelativeVelocity(IPhysicsObject *pObj,
IPhysicsObject *pReferenceFrame) {
Vector childVelocity, parentVelocity;
pObj->GetImplicitVelocity(&childVelocity, NULL);
pReferenceFrame->GetImplicitVelocity(&parentVelocity, NULL);
return (childVelocity - parentVelocity);
}
Vector VelocitySampler::GetRelativeAngularVelocity(
IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame) {
Assert(pObj);
if (pReferenceFrame) {
Vector childVelocityLocal, parentVelocityLocal, childVelocityWorld,
parentVelocityWorld;
pObj->GetImplicitVelocity(NULL, &childVelocityLocal);
pObj->LocalToWorldVector(&childVelocityWorld, childVelocityLocal);
pReferenceFrame->GetImplicitVelocity(NULL, &parentVelocityLocal);
pObj->LocalToWorldVector(&parentVelocityWorld, parentVelocityLocal);
return (childVelocityWorld - parentVelocityWorld);
} else {
Vector childVelocityLocal, childVelocityWorld;
pObj->GetImplicitVelocity(NULL, &childVelocityLocal);
pObj->LocalToWorldVector(&childVelocityWorld, childVelocityLocal);
return (childVelocityWorld);
}
}
/************************************************************************/
// This function is nominal -- it's here as an interface because in the
// future there will need to be special initialization for the first entry
// in a ring buffer. (I made a test implementation of this, then reverted it
// later; this is not an arbitrary assumption.)
/************************************************************************/
/// Store off the first recorded sample for the given object.
void VelocitySampler::BeginSampling(const Vector &relativeVelocity) {
return AddSample(relativeVelocity);
}
// Record a sample for the given object
void VelocitySampler::AddSample(const Vector &relativeVelocity) {
m_prevSample = relativeVelocity;
m_fPrevSampleTime = gpGlobals->curtime;
}
/* // abandoned -- too complicated, no way to set from keyfields
#pragma warning(push)
#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless
struct/union
/// Stores information used for playing sounds based on
/// constraint movement
class ConstraintSoundProfile
{
public:
/// Defines a point in the sound profile: volume and pitch for the sound to
play.
/// Implicit crossfading between two sounds. Used to map velocity to a sound
profile. struct SoundInfoTuple
{
float minVelocity;
union {
struct{
float volume1,pitch1; //< volume and pitch of sound 1
float volume2,pitch2; //< volume and pitch of sound 2
};
fltx4 m_as4;
};
inline SoundInfoTuple(float _minVelocity, float _volume1, float _pitch1, float
_volume2, float _pitch2) : minVelocity(_minVelocity), volume1(_volume1),
pitch1(_pitch1), volume2(_volume2), pitch2(_pitch2)
{}
};
ConstraintSoundProfile(const SoundInfoTuple *soundTable, unsigned int tableSize)
: m_pSoundInfos(soundTable), m_numSoundInfos(tableSize)
{}
protected:
/// A table of sound info structs
const SoundInfoTuple * const m_pSoundInfos;
/// Size of the table
const unsigned int m_numSoundInfos;
};
static ConstraintSoundProfile::SoundInfoTuple CSDebugProfileTable[] =
{
ConstraintSoundProfile::SoundInfoTuple(12,0,0,0,0),
ConstraintSoundProfile::SoundInfoTuple(24,0,0,0,0),
};
#pragma warning(pop)
*/
#endif