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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_BRITTLEFRACTURE_H__
- #define __GAME_BRITTLEFRACTURE_H__
- /*
- ===============================================================================
- B-rep Brittle Fracture - Static entity using the boundary representation
- of the render model which can fracture.
- ===============================================================================
- */
- typedef struct shard_s {
- idClipModel * clipModel;
- idFixedWinding winding;
- idList<idFixedWinding *, TAG_PHYSICS_BRITTLE> decals;
- idList<bool> edgeHasNeighbour;
- idList<struct shard_s *, TAG_PHYSICS_BRITTLE> neighbours;
- idPhysics_RigidBody physicsObj;
- int droppedTime;
- bool atEdge;
- int islandNum;
- } shard_t;
- class idBrittleFracture : public idEntity {
- public:
- CLASS_PROTOTYPE( idBrittleFracture );
- idBrittleFracture();
- virtual ~idBrittleFracture();
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- void Spawn();
- virtual void Present();
- virtual void Think();
- virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
- virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
- virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
- virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
- void ProjectDecal( const idVec3 &point, const idVec3 &dir, const int time, const char *damageDefName );
- bool IsBroken() const;
- enum {
- EVENT_PROJECT_DECAL = idEntity::EVENT_MAXEVENTS,
- EVENT_SHATTER,
- EVENT_MAXEVENTS
- };
- virtual void ClientThink( const int curTime, const float fraction, const bool predict );
- virtual void ClientPredictionThink();
- virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
- private:
- // setttings
- const idMaterial * material;
- const idMaterial * decalMaterial;
- float decalSize;
- float maxShardArea;
- float maxShatterRadius;
- float minShatterRadius;
- float linearVelocityScale;
- float angularVelocityScale;
- float shardMass;
- float density;
- float friction;
- float bouncyness;
- idStr fxFracture;
- struct fractureEvent_s {
- int eventType;
- idVec3 point;
- idVec3 vector;
- };
- idList<fractureEvent_s> storedEvents;
- bool processStoredEvents;
- idRenderModel * defaultRenderModel;
- bool isXraySurface;
- // state
- idPhysics_StaticMulti physicsObj;
- idList<shard_t *, TAG_PHYSICS_BRITTLE> shards;
- idBounds bounds;
- bool disableFracture;
- // for rendering
- mutable int lastRenderEntityUpdate;
- mutable bool changed;
- bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const;
- static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
- void AddShard( idClipModel *clipModel, idFixedWinding &w );
- void RemoveShard( int index );
- void DropShard( shard_t *shard, const idVec3 &point, const idVec3 &dir, const float impulse, const int time );
- void Shatter( const idVec3 &point, const idVec3 &impulse, const int time );
- void DropFloatingIslands( const idVec3 &point, const idVec3 &impulse, const int time );
- void Break();
- void Fracture_r( idFixedWinding &w, idRandom2 & random );
- void CreateFractures( const idRenderModel *renderModel );
- void FindNeighbours();
- void Event_Activate( idEntity *activator );
- void Event_Touch( idEntity *other, trace_t *trace );
- };
- #endif /* !__GAME_BRITTLEFRACTURE_H__ */
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