You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
244 lines
7.4 KiB
244 lines
7.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc. |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#ifndef ENV_WIND_SHARED_H |
|
#define ENV_WIND_SHARED_H |
|
|
|
#include "utllinkedlist.h" |
|
#include "vstdlib/random.h" |
|
#include "tier0/dbg.h" |
|
#include "mathlib/vector.h" |
|
#include <float.h> |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Forward declarations |
|
//----------------------------------------------------------------------------- |
|
class CSoundPatch; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Class used to help store events that occurred over time |
|
//----------------------------------------------------------------------------- |
|
template <class T, class I> |
|
class CTimedEventQueue |
|
{ |
|
public: |
|
// The time passed in here represents the amount of time the queue stores |
|
CTimedEventQueue( float flMaxTime ); |
|
|
|
// Adds an event to the queue, will pop off stale events from the queue |
|
// NOTE: All events added to the queue must monotonically increase in time! |
|
I PushEvent( float flTime, const T &data ); |
|
|
|
// Grabs the last event that happened before or at the specified time |
|
I GetEventIndex( float flTime ) const; |
|
|
|
// Gets event information |
|
float GetEventTime( I i ) const; |
|
const T &GetEventData( I i ) const; |
|
|
|
private: |
|
struct QueueEntry_t |
|
{ |
|
float m_flTime; |
|
T m_Data; |
|
}; |
|
|
|
float m_flQueueHeadTime; |
|
float m_flMaxTime; |
|
CUtlLinkedList< T, I > m_Queue; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// The time passed in here represents the amount of time the queue stores |
|
//----------------------------------------------------------------------------- |
|
template <class T, class I> |
|
CTimedEventQueue<T,I>::CTimedEventQueue( float flMaxTime ) : m_flMaxTime(flMaxTime) |
|
{ |
|
// The length of time of events in the queue must be reasonable |
|
Assert( m_flMaxTime > 0.0f ); |
|
m_flQueueHeadTime = -FLT_MAX; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds an event to the queue, will pop off stale events from the queue |
|
//----------------------------------------------------------------------------- |
|
template <class T, class I> |
|
I CTimedEventQueue<T,I>::PushEvent( float flTime, const T &data ) |
|
{ |
|
Assert( m_flQueueHeadTime <= flTime ); |
|
m_flQueueHeadTime = flTime; |
|
|
|
// First push the event... |
|
I idx = m_Queue.AddToHead(); |
|
m_Queue[idx].m_flTime = flTime; |
|
m_Queue[idx].m_Data = data; |
|
|
|
// Then retire stale events... |
|
I i = m_Queue.Tail(); |
|
while (m_Queue[i].m_flTime < m_flQueueHeadTime - m_flMaxTime ) |
|
{ |
|
I prev = m_Queue.Prev(i); |
|
Assert( prev != m_Queue.InvalidIndex() ); |
|
m_Queue.Remove(i); |
|
i = prev; |
|
} |
|
|
|
return idx; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Grabs the last event that happened before or at the specified time |
|
//----------------------------------------------------------------------------- |
|
template <class T, class I> |
|
I CTimedEventQueue<T,I>::GetEventIndex( float flTime ) const |
|
{ |
|
// This checks for a request that fell off the queue |
|
Assert( (flTime >= m_flQueueHeadTime - m_flMaxTime) && (flTime <= m_flQueueHeadTime) ); |
|
|
|
// Then retire stale events... |
|
I i = m_Queue.Head(); |
|
while( m_Queue[i].m_flTime > flTime ) |
|
{ |
|
i = m_Queue.Next(i); |
|
Assert( i != m_Queue.InvalidIndex() ); |
|
} |
|
|
|
return i; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets event information |
|
//----------------------------------------------------------------------------- |
|
template <class T, class I> |
|
inline float CTimedEventQueue<T,I>::GetEventTime( I i ) const |
|
{ |
|
return m_Queue[i].m_flTime; |
|
} |
|
|
|
template <class T, class I> |
|
inline const T &CTimedEventQueue<T,I>::GetEventData( I i ) const |
|
{ |
|
return m_Queue[i].m_Data; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Implementation of the class that computes windspeed |
|
//----------------------------------------------------------------------------- |
|
class CEnvWindShared |
|
{ |
|
public: |
|
DECLARE_CLASS_NOBASE( CEnvWindShared ); |
|
DECLARE_EMBEDDED_NETWORKVAR(); |
|
|
|
CEnvWindShared(); |
|
~CEnvWindShared(); |
|
|
|
void Init( int iEntIndex, int iRandomSeed, float flTime, int iWindDir, float flInitialWindSpeed ); |
|
|
|
// Method to update the wind speed |
|
// Time passed in here is global time, not delta time |
|
// The function returns the time at which it must be called again |
|
float WindThink( float flTime ); |
|
|
|
// FIXME: These really should be private |
|
CNetworkVar( float, m_flStartTime ); |
|
|
|
CNetworkVar( int, m_iWindSeed ); // random number seed... |
|
|
|
CNetworkVar( int, m_iMinWind ); // the slowest the wind can normally blow |
|
CNetworkVar( int, m_iMaxWind ); // the fastest the wind can normally blow |
|
CNetworkVar( int, m_iMinGust ); // the slowest that a gust can be |
|
CNetworkVar( int, m_iMaxGust ); // the fastest that a gust can be |
|
|
|
CNetworkVar( float, m_flMinGustDelay ); // min time between gusts |
|
CNetworkVar( float, m_flMaxGustDelay ); // max time between gusts |
|
|
|
CNetworkVar( float, m_flGustDuration ); // max time between gusts |
|
|
|
CNetworkVar( int, m_iGustDirChange ); // max number of degrees wind dir changes on gusts. |
|
int m_iszGustSound; // name of the wind sound to play for gusts. |
|
int m_iWindDir; // wind direction (yaw) |
|
float m_flWindSpeed; // the wind speed |
|
|
|
CNetworkVar( int, m_iInitialWindDir ); |
|
CNetworkVar( float, m_flInitialWindSpeed ); |
|
|
|
#ifndef CLIENT_DLL |
|
COutputEvent m_OnGustStart; |
|
COutputEvent m_OnGustEnd; |
|
#endif |
|
|
|
private: |
|
struct WindAveEvent_t |
|
{ |
|
float m_flStartWindSpeed; // the wind speed at the time of the event |
|
float m_flAveWindSpeed; // the average wind speed of the event |
|
}; |
|
|
|
struct WindVariationEvent_t |
|
{ |
|
float m_flWindAngleVariation; |
|
float m_flWindSpeedVariation; |
|
}; |
|
|
|
void ComputeWindVariation( float flTime ); |
|
|
|
// Updates the wind sound |
|
void UpdateWindSound( float flTotalWindSpeed ); |
|
|
|
float m_flVariationTime; |
|
float m_flSimTime; // What's the time I last simulated up to? |
|
float m_flSwitchTime; // when do I actually switch from gust to not gust |
|
float m_flAveWindSpeed; // the average wind speed |
|
bool m_bGusting; // is the wind gusting right now? |
|
|
|
float m_flWindAngleVariation; |
|
float m_flWindSpeedVariation; |
|
|
|
int m_iEntIndex; |
|
|
|
// Used to generate random numbers |
|
CUniformRandomStream m_Stream; |
|
|
|
// NOTE: In order to make this algorithm independent of calling frequency |
|
// I have to decouple the stream used to generate average wind speed |
|
// and the stream used to generate wind variation since they are |
|
// simulated using different timesteps |
|
CUniformRandomStream m_WindVariationStream; |
|
|
|
// Used to generate the wind sound... |
|
CSoundPatch *m_pWindSound; |
|
|
|
// Event history required for prediction |
|
CTimedEventQueue< WindAveEvent_t, unsigned short > m_WindAveQueue; |
|
CTimedEventQueue< WindVariationEvent_t, unsigned short > m_WindVariationQueue; |
|
|
|
private: |
|
CEnvWindShared( const CEnvWindShared & ); // not defined, not accessible |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Method to sample the windspeed at a particular time |
|
//----------------------------------------------------------------------------- |
|
void GetWindspeedAtTime( float flTime, Vector &vecVelocity ); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Method to reset windspeed.. |
|
//----------------------------------------------------------------------------- |
|
void ResetWindspeed(); |
|
|
|
|
|
#endif // ENV_WIND_SHARED_H |
|
|
|
|