hybridize suggested approaches with older code style, passing along either a matrix or a null.

for network transmission purposes, send which along as a bool
This commit is contained in:
AzaezelX 2024-02-03 22:35:41 -06:00
parent b12cd00b74
commit 846cec8dff
3 changed files with 52 additions and 70 deletions

View file

@ -1566,11 +1566,7 @@ void GameConnection::play2D(StringTableEntry assetId)
{
if (AssetDatabase.isDeclaredAsset(assetId))
{
AssetPtr<SoundAsset> tempSoundAsset = assetId;
if (tempSoundAsset && tempSoundAsset->is3D())
{
postNetEvent(new SimSoundAssetEvent(assetId, SFX->getListener(0).getTransform()));
}
postNetEvent(new SimSoundAssetEvent(assetId));
}
}
@ -1586,7 +1582,7 @@ void GameConnection::play3D(StringTableEntry assetId, const MatrixF *transform)
tempSoundAsset = assetId;
if (!mControlObject)
postNetEvent(new SimSoundAssetEvent(assetId, *transform));
postNetEvent(new SimSoundAssetEvent(assetId, transform));
else
{
// TODO: Maybe improve this to account for the duration
@ -1600,7 +1596,7 @@ void GameConnection::play3D(StringTableEntry assetId, const MatrixF *transform)
transform->getColumn(3, &pos);
mControlObject->getTransform().getColumn(3, &ear);
if ((ear - pos).len() < tempSoundAsset->getSfxDescription()->mMaxDistance)
postNetEvent(new SimSoundAssetEvent(assetId, *transform));
postNetEvent(new SimSoundAssetEvent(assetId, transform));
}
}

View file

@ -297,15 +297,15 @@ void SimDataBlockEvent::process(NetConnection *cptr)
static F32 SoundPosAccuracy = 0.5;
static S32 SoundRotBits = 8;
SimSoundAssetEvent::SimSoundAssetEvent(StringTableEntry assetId, const MatrixF& mat)
SimSoundAssetEvent::SimSoundAssetEvent(StringTableEntry assetId, const MatrixF* mat)
{
// cant get here unless the asset is declared.
mAsset = assetId;
mIs3D = false;
sentTransform = false;
if (mat)
{
mTransform = mat;
mIs3D = true;
mTransform = *mat;
sentTransform = true;
}
}
@ -314,35 +314,29 @@ void SimSoundAssetEvent::pack(NetConnection* con, BitStream* stream)
NetStringHandle assetIdStr = mAsset->getAssetId();
con->packNetStringHandleU(stream, assetIdStr);
// only stream if this is a 3d sound asset.
stream->writeFlag(mIs3D);
if (mIs3D)
SFXDescription* ad = mAsset->getSfxDescription();
if (stream->writeFlag(sentTransform))
{
if (mAsset->is3D())
if (stream->writeFlag(ad->mConeInsideAngle || ad->mConeOutsideAngle))
{
SFXDescription* ad = mAsset->getSfxDescription();
if (stream->writeFlag(ad->mConeInsideAngle || ad->mConeOutsideAngle))
{
QuatF q(mTransform);
q.normalize();
QuatF q(mTransform);
q.normalize();
// LH - we can get a valid quat that's very slightly over 1 in and so
// this fails (barely) check against zero. So use some error-
// LH - we can get a valid quat that's very slightly over 1 in and so
// this fails (barely) check against zero. So use some error-
AssertFatal((1.0 - ((q.x * q.x) + (q.y * q.y) + (q.z * q.z))) >= (0.0 - 0.001),
"QuatF::normalize() is broken in Sim3DAudioEvent");
stream->writeSignedFloat(q.x, SoundRotBits);
stream->writeSignedFloat(q.y, SoundRotBits);
stream->writeSignedFloat(q.z, SoundRotBits);
stream->writeFlag(q.w < 0.0);
}
Point3F pos;
mTransform.getColumn(3, &pos);
stream->writeCompressedPoint(pos, SoundPosAccuracy);
stream->writeSignedFloat(q.x, SoundRotBits);
stream->writeSignedFloat(q.y, SoundRotBits);
stream->writeSignedFloat(q.z, SoundRotBits);
stream->writeFlag(q.w < 0.0);
}
}
Point3F pos;
mTransform.getColumn(3, &pos);
stream->writeCompressedPoint(pos, SoundPosAccuracy);
}
}
void SimSoundAssetEvent::write(NetConnection* con, BitStream* stream)
@ -363,48 +357,40 @@ void SimSoundAssetEvent::unpack(NetConnection* con, BitStream* stream)
mAsset = temp;
}
if (stream->readFlag())
{
mIs3D = true;
if (mAsset->is3D())
{
if (stream->readFlag()) {
QuatF q;
q.x = stream->readSignedFloat(SoundRotBits);
q.y = stream->readSignedFloat(SoundRotBits);
q.z = stream->readSignedFloat(SoundRotBits);
F32 value = ((q.x * q.x) + (q.y * q.y) + (q.z * q.z));
// #ifdef __linux
// Hmm, this should never happen, but it does...
if (value > 1.f)
value = 1.f;
// #endif
q.w = mSqrt(1.f - value);
if (stream->readFlag())
q.w = -q.w;
q.setMatrix(&mTransform);
}
else
mTransform.identity();
Point3F pos;
stream->readCompressedPoint(&pos, SoundPosAccuracy);
mTransform.setColumn(3, pos);
sentTransform = stream->readFlag();
if (sentTransform) {
if (stream->readFlag()) {
QuatF q;
q.x = stream->readSignedFloat(SoundRotBits);
q.y = stream->readSignedFloat(SoundRotBits);
q.z = stream->readSignedFloat(SoundRotBits);
F32 value = ((q.x * q.x) + (q.y * q.y) + (q.z * q.z));
// #ifdef __linux
// Hmm, this should never happen, but it does...
if (value > 1.f)
value = 1.f;
// #endif
q.w = mSqrt(1.f - value);
if (stream->readFlag())
q.w = -q.w;
q.setMatrix(&mTransform);
}
else
mTransform.identity();
Point3F pos;
stream->readCompressedPoint(&pos, SoundPosAccuracy);
mTransform.setColumn(3, pos);
}
else
{
mTransform = SFX->getListener(0).getTransform();
}
}
void SimSoundAssetEvent::process(NetConnection* con)
{
if (mIs3D)
{
if (mAsset->is3D())
SFX->playOnce(mAsset->getSFXTrack(), &mTransform);
}
else
SFX->playOnce(mAsset->getSFXTrack());
SFX->playOnce(mAsset->getSFXTrack(), &mTransform);
}
Sim2DAudioEvent::Sim2DAudioEvent(SFXProfile *profile)

View file

@ -110,11 +110,11 @@ class SimSoundAssetEvent : public NetEvent
private:
AssetPtr<SoundAsset> mAsset;
MatrixF mTransform;
bool mIs3D;
bool sentTransform;
public:
typedef NetEvent Parent;
SimSoundAssetEvent(StringTableEntry assetId = StringTable->EmptyString(), const MatrixF& mat = MatrixF::Identity);
SimSoundAssetEvent(StringTableEntry assetId = StringTable->EmptyString(), const MatrixF* mat = NULL);
void pack(NetConnection*, BitStream* bstream);
void write(NetConnection*, BitStream* bstream);
void unpack(NetConnection*, BitStream* bstream);