228 lines
7.8 KiB
C++
228 lines
7.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ENV_WIND_SHARED_H
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#define ENV_WIND_SHARED_H
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#include <float.h>
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#include "mathlib/vector.h"
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#include "tier0/dbg.h"
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#include "utllinkedlist.h"
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#include "vstdlib/random.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CSoundPatch;
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//-----------------------------------------------------------------------------
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// Class used to help store events that occurred over time
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//-----------------------------------------------------------------------------
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template <class T, class I>
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class CTimedEventQueue {
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public:
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// The time passed in here represents the amount of time the queue stores
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CTimedEventQueue(float flMaxTime);
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// Adds an event to the queue, will pop off stale events from the queue
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// NOTE: All events added to the queue must monotonically increase in time!
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I PushEvent(float flTime, const T &data);
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// Grabs the last event that happened before or at the specified time
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I GetEventIndex(float flTime) const;
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// Gets event information
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float GetEventTime(I i) const;
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const T &GetEventData(I i) const;
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private:
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struct QueueEntry_t {
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float m_flTime;
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T m_Data;
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};
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float m_flQueueHeadTime;
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float m_flMaxTime;
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CUtlLinkedList<T, I> m_Queue;
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};
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//-----------------------------------------------------------------------------
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// The time passed in here represents the amount of time the queue stores
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//-----------------------------------------------------------------------------
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template <class T, class I>
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CTimedEventQueue<T, I>::CTimedEventQueue(float flMaxTime)
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: m_flMaxTime(flMaxTime) {
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// The length of time of events in the queue must be reasonable
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Assert(m_flMaxTime > 0.0f);
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m_flQueueHeadTime = -FLT_MAX;
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}
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//-----------------------------------------------------------------------------
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// Adds an event to the queue, will pop off stale events from the queue
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//-----------------------------------------------------------------------------
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template <class T, class I>
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I CTimedEventQueue<T, I>::PushEvent(float flTime, const T &data) {
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Assert(m_flQueueHeadTime <= flTime);
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m_flQueueHeadTime = flTime;
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// First push the event...
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I idx = m_Queue.AddToHead();
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m_Queue[idx].m_flTime = flTime;
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m_Queue[idx].m_Data = data;
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// Then retire stale events...
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I i = m_Queue.Tail();
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while (m_Queue[i].m_flTime < m_flQueueHeadTime - m_flMaxTime) {
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I prev = m_Queue.Prev(i);
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Assert(prev != m_Queue.InvalidIndex());
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m_Queue.Remove(i);
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i = prev;
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}
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return idx;
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}
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//-----------------------------------------------------------------------------
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// Grabs the last event that happened before or at the specified time
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//-----------------------------------------------------------------------------
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template <class T, class I>
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I CTimedEventQueue<T, I>::GetEventIndex(float flTime) const {
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// This checks for a request that fell off the queue
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Assert((flTime >= m_flQueueHeadTime - m_flMaxTime) &&
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(flTime <= m_flQueueHeadTime));
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// Then retire stale events...
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I i = m_Queue.Head();
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while (m_Queue[i].m_flTime > flTime) {
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i = m_Queue.Next(i);
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Assert(i != m_Queue.InvalidIndex());
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}
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return i;
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}
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//-----------------------------------------------------------------------------
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// Gets event information
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//-----------------------------------------------------------------------------
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template <class T, class I>
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inline float CTimedEventQueue<T, I>::GetEventTime(I i) const {
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return m_Queue[i].m_flTime;
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}
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template <class T, class I>
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inline const T &CTimedEventQueue<T, I>::GetEventData(I i) const {
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return m_Queue[i].m_Data;
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}
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//-----------------------------------------------------------------------------
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// Implementation of the class that computes windspeed
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//-----------------------------------------------------------------------------
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class CEnvWindShared {
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public:
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DECLARE_CLASS_NOBASE(CEnvWindShared);
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DECLARE_EMBEDDED_NETWORKVAR();
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CEnvWindShared();
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~CEnvWindShared();
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void Init(int iEntIndex, int iRandomSeed, float flTime, int iWindDir,
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float flInitialWindSpeed);
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// Method to update the wind speed
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// Time passed in here is global time, not delta time
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// The function returns the time at which it must be called again
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float WindThink(float flTime);
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// FIXME: These really should be private
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CNetworkVar(float, m_flStartTime);
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CNetworkVar(int, m_iWindSeed); // random number seed...
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CNetworkVar(int, m_iMinWind); // the slowest the wind can normally blow
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CNetworkVar(int, m_iMaxWind); // the fastest the wind can normally blow
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CNetworkVar(int, m_iMinGust); // the slowest that a gust can be
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CNetworkVar(int, m_iMaxGust); // the fastest that a gust can be
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CNetworkVar(float, m_flMinGustDelay); // min time between gusts
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CNetworkVar(float, m_flMaxGustDelay); // max time between gusts
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CNetworkVar(float, m_flGustDuration); // max time between gusts
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CNetworkVar(
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int,
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m_iGustDirChange); // max number of degrees wind dir changes on gusts.
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int m_iszGustSound; // name of the wind sound to play for gusts.
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int m_iWindDir; // wind direction (yaw)
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float m_flWindSpeed; // the wind speed
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CNetworkVar(int, m_iInitialWindDir);
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CNetworkVar(float, m_flInitialWindSpeed);
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#ifndef CLIENT_DLL
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COutputEvent m_OnGustStart;
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COutputEvent m_OnGustEnd;
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#endif
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private:
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struct WindAveEvent_t {
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float m_flStartWindSpeed; // the wind speed at the time of the event
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float m_flAveWindSpeed; // the average wind speed of the event
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};
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struct WindVariationEvent_t {
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float m_flWindAngleVariation;
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float m_flWindSpeedVariation;
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};
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void ComputeWindVariation(float flTime);
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// Updates the wind sound
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void UpdateWindSound(float flTotalWindSpeed);
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float m_flVariationTime;
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float m_flSimTime; // What's the time I last simulated up to?
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float m_flSwitchTime; // when do I actually switch from gust to not gust
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float m_flAveWindSpeed; // the average wind speed
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bool m_bGusting; // is the wind gusting right now?
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float m_flWindAngleVariation;
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float m_flWindSpeedVariation;
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int m_iEntIndex;
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// Used to generate random numbers
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CUniformRandomStream m_Stream;
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// NOTE: In order to make this algorithm independent of calling frequency
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// I have to decouple the stream used to generate average wind speed
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// and the stream used to generate wind variation since they are
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// simulated using different timesteps
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CUniformRandomStream m_WindVariationStream;
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// Used to generate the wind sound...
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CSoundPatch *m_pWindSound;
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// Event history required for prediction
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CTimedEventQueue<WindAveEvent_t, unsigned short> m_WindAveQueue;
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CTimedEventQueue<WindVariationEvent_t, unsigned short> m_WindVariationQueue;
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private:
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CEnvWindShared(const CEnvWindShared &); // not defined, not accessible
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};
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//-----------------------------------------------------------------------------
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// Method to sample the windspeed at a particular time
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//-----------------------------------------------------------------------------
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void GetWindspeedAtTime(float flTime, Vector &vecVelocity);
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//-----------------------------------------------------------------------------
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// Method to reset windspeed..
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//-----------------------------------------------------------------------------
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void ResetWindspeed();
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#endif // ENV_WIND_SHARED_H
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