dhewm3-sdk/game/BrittleFracture.cpp

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 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 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.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
CLASS_DECLARATION( idEntity, idBrittleFracture )
EVENT( EV_Activate, idBrittleFracture::Event_Activate )
EVENT( EV_Touch, idBrittleFracture::Event_Touch )
END_CLASS
const int SHARD_ALIVE_TIME = 5000;
const int SHARD_FADE_START = 2000;
static const char *brittleFracture_SnapshotName = "_BrittleFracture_Snapshot_";
/*
================
idBrittleFracture::idBrittleFracture
================
*/
idBrittleFracture::idBrittleFracture( void ) {
material = NULL;
decalMaterial = NULL;
decalSize = 0.0f;
maxShardArea = 0.0f;
maxShatterRadius = 0.0f;
minShatterRadius = 0.0f;
linearVelocityScale = 0.0f;
angularVelocityScale = 0.0f;
shardMass = 0.0f;
density = 0.0f;
friction = 0.0f;
bouncyness = 0.0f;
fxFracture.Clear();
bounds.Clear();
disableFracture = false;
lastRenderEntityUpdate = -1;
changed = false;
fl.networkSync = true;
}
/*
================
idBrittleFracture::~idBrittleFracture
================
*/
idBrittleFracture::~idBrittleFracture( void ) {
int i;
for ( i = 0; i < shards.Num(); i++ ) {
shards[i]->decals.DeleteContents( true );
delete shards[i];
}
// make sure the render entity is freed before the model is freed
FreeModelDef();
renderModelManager->FreeModel( renderEntity.hModel );
}
/*
================
idBrittleFracture::Save
================
*/
void idBrittleFracture::Save( idSaveGame *savefile ) const {
int i, j;
savefile->WriteInt( health );
entityFlags_s flags = fl;
LittleBitField( &flags, sizeof( flags ) );
savefile->Write( &flags, sizeof( flags ) );
// setttings
savefile->WriteMaterial( material );
savefile->WriteMaterial( decalMaterial );
savefile->WriteFloat( decalSize );
savefile->WriteFloat( maxShardArea );
savefile->WriteFloat( maxShatterRadius );
savefile->WriteFloat( minShatterRadius );
savefile->WriteFloat( linearVelocityScale );
savefile->WriteFloat( angularVelocityScale );
savefile->WriteFloat( shardMass );
savefile->WriteFloat( density );
savefile->WriteFloat( friction );
savefile->WriteFloat( bouncyness );
savefile->WriteString( fxFracture );
// state
savefile->WriteBounds( bounds );
savefile->WriteBool( disableFracture );
savefile->WriteInt( lastRenderEntityUpdate );
savefile->WriteBool( changed );
savefile->WriteStaticObject( physicsObj );
savefile->WriteInt( shards.Num() );
for ( i = 0; i < shards.Num(); i++ ) {
savefile->WriteWinding( shards[i]->winding );
savefile->WriteInt( shards[i]->decals.Num() );
for ( j = 0; j < shards[i]->decals.Num(); j++ ) {
savefile->WriteWinding( *shards[i]->decals[j] );
}
savefile->WriteInt( shards[i]->neighbours.Num() );
for ( j = 0; j < shards[i]->neighbours.Num(); j++ ) {
int index = shards.FindIndex(shards[i]->neighbours[j]);
assert(index != -1);
savefile->WriteInt( index );
}
savefile->WriteInt( shards[i]->edgeHasNeighbour.Num() );
for ( j = 0; j < shards[i]->edgeHasNeighbour.Num(); j++ ) {
savefile->WriteBool( shards[i]->edgeHasNeighbour[j] );
}
savefile->WriteInt( shards[i]->droppedTime );
savefile->WriteInt( shards[i]->islandNum );
savefile->WriteBool( shards[i]->atEdge );
savefile->WriteStaticObject( shards[i]->physicsObj );
}
}
/*
================
idBrittleFracture::Restore
================
*/
void idBrittleFracture::Restore( idRestoreGame *savefile ) {
int i, j , num;
renderEntity.hModel = renderModelManager->AllocModel();
renderEntity.hModel->InitEmpty( brittleFracture_SnapshotName );
renderEntity.callback = idBrittleFracture::ModelCallback;
renderEntity.noShadow = true;
renderEntity.noSelfShadow = true;
renderEntity.noDynamicInteractions = false;
savefile->ReadInt( health );
savefile->Read( &fl, sizeof( fl ) );
LittleBitField( &fl, sizeof( fl ) );
// setttings
savefile->ReadMaterial( material );
savefile->ReadMaterial( decalMaterial );
savefile->ReadFloat( decalSize );
savefile->ReadFloat( maxShardArea );
savefile->ReadFloat( maxShatterRadius );
savefile->ReadFloat( minShatterRadius );
savefile->ReadFloat( linearVelocityScale );
savefile->ReadFloat( angularVelocityScale );
savefile->ReadFloat( shardMass );
savefile->ReadFloat( density );
savefile->ReadFloat( friction );
savefile->ReadFloat( bouncyness );
savefile->ReadString( fxFracture );
// state
savefile->ReadBounds(bounds);
savefile->ReadBool( disableFracture );
savefile->ReadInt( lastRenderEntityUpdate );
savefile->ReadBool( changed );
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadInt( num );
shards.SetNum( num );
for ( i = 0; i < num; i++ ) {
shards[i] = new shard_t;
}
for ( i = 0; i < num; i++ ) {
savefile->ReadWinding( shards[i]->winding );
savefile->ReadInt( j );
shards[i]->decals.SetNum( j );
for ( j = 0; j < shards[i]->decals.Num(); j++ ) {
shards[i]->decals[j] = new idFixedWinding;
savefile->ReadWinding( *shards[i]->decals[j] );
}
savefile->ReadInt( j );
shards[i]->neighbours.SetNum( j );
for ( j = 0; j < shards[i]->neighbours.Num(); j++ ) {
int index;
savefile->ReadInt( index );
assert(index != -1);
shards[i]->neighbours[j] = shards[index];
}
savefile->ReadInt( j );
shards[i]->edgeHasNeighbour.SetNum( j );
for ( j = 0; j < shards[i]->edgeHasNeighbour.Num(); j++ ) {
savefile->ReadBool( shards[i]->edgeHasNeighbour[j] );
}
savefile->ReadInt( shards[i]->droppedTime );
savefile->ReadInt( shards[i]->islandNum );
savefile->ReadBool( shards[i]->atEdge );
savefile->ReadStaticObject( shards[i]->physicsObj );
if ( shards[i]->droppedTime < 0 ) {
shards[i]->clipModel = physicsObj.GetClipModel( i );
} else {
shards[i]->clipModel = shards[i]->physicsObj.GetClipModel();
}
}
}
/*
================
idBrittleFracture::Spawn
================
*/
void idBrittleFracture::Spawn( void ) {
// get shard properties
decalMaterial = declManager->FindMaterial( spawnArgs.GetString( "mtr_decal" ) );
decalSize = spawnArgs.GetFloat( "decalSize", "40" );
maxShardArea = spawnArgs.GetFloat( "maxShardArea", "200" );
maxShardArea = idMath::ClampFloat( 100, 10000, maxShardArea );
maxShatterRadius = spawnArgs.GetFloat( "maxShatterRadius", "40" );
minShatterRadius = spawnArgs.GetFloat( "minShatterRadius", "10" );
linearVelocityScale = spawnArgs.GetFloat( "linearVelocityScale", "0.1" );
angularVelocityScale = spawnArgs.GetFloat( "angularVelocityScale", "40" );
fxFracture = spawnArgs.GetString( "fx" );
// get rigid body properties
shardMass = spawnArgs.GetFloat( "shardMass", "20" );
shardMass = idMath::ClampFloat( 0.001f, 1000.0f, shardMass );
spawnArgs.GetFloat( "density", "0.1", density );
density = idMath::ClampFloat( 0.001f, 1000.0f, density );
spawnArgs.GetFloat( "friction", "0.4", friction );
friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
spawnArgs.GetFloat( "bouncyness", "0.01", bouncyness );
bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
disableFracture = spawnArgs.GetBool( "disableFracture", "0" );
health = spawnArgs.GetInt( "health", "40" );
fl.takedamage = true;
// FIXME: set "bleed" so idProjectile calls AddDamageEffect
spawnArgs.SetBool( "bleed", 1 );
CreateFractures( renderEntity.hModel );
FindNeighbours();
renderEntity.hModel = renderModelManager->AllocModel();
renderEntity.hModel->InitEmpty( brittleFracture_SnapshotName );
renderEntity.callback = idBrittleFracture::ModelCallback;
renderEntity.noShadow = true;
renderEntity.noSelfShadow = true;
renderEntity.noDynamicInteractions = false;
}
/*
================
idBrittleFracture::AddShard
================
*/
void idBrittleFracture::AddShard( idClipModel *clipModel, idFixedWinding &w ) {
shard_t *shard = new shard_t;
shard->clipModel = clipModel;
shard->droppedTime = -1;
shard->winding = w;
shard->decals.Clear();
shard->edgeHasNeighbour.AssureSize( w.GetNumPoints(), false );
shard->neighbours.Clear();
shard->atEdge = false;
shards.Append( shard );
}
/*
================
idBrittleFracture::RemoveShard
================
*/
void idBrittleFracture::RemoveShard( int index ) {
int i;
delete shards[index];
shards.RemoveIndex( index );
physicsObj.RemoveIndex( index );
for ( i = index; i < shards.Num(); i++ ) {
shards[i]->clipModel->SetId( i );
}
}
/*
================
idBrittleFracture::UpdateRenderEntity
================
*/
bool idBrittleFracture::UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const {
int i, j, k, n, msec, numTris, numDecalTris;
float fade;
dword packedColor;
srfTriangles_t *tris, *decalTris;
modelSurface_t surface;
idDrawVert *v;
idPlane plane;
idMat3 tangents;
// this may be triggered by a model trace or other non-view related source,
// to which we should look like an empty model
if ( !renderView ) {
return false;
}
// don't regenerate it if it is current
if ( lastRenderEntityUpdate == gameLocal.time || !changed ) {
return false;
}
lastRenderEntityUpdate = gameLocal.time;
changed = false;
numTris = 0;
numDecalTris = 0;
for ( i = 0; i < shards.Num(); i++ ) {
n = shards[i]->winding.GetNumPoints();
if ( n > 2 ) {
numTris += n - 2;
}
for ( k = 0; k < shards[i]->decals.Num(); k++ ) {
n = shards[i]->decals[k]->GetNumPoints();
if ( n > 2 ) {
numDecalTris += n - 2;
}
}
}
// FIXME: re-use model surfaces
renderEntity->hModel->InitEmpty( brittleFracture_SnapshotName );
// allocate triangle surfaces for the fractures and decals
tris = renderEntity->hModel->AllocSurfaceTriangles( numTris * 3, material->ShouldCreateBackSides() ? numTris * 6 : numTris * 3 );
decalTris = renderEntity->hModel->AllocSurfaceTriangles( numDecalTris * 3, decalMaterial->ShouldCreateBackSides() ? numDecalTris * 6 : numDecalTris * 3 );
for ( i = 0; i < shards.Num(); i++ ) {
const idVec3 &origin = shards[i]->clipModel->GetOrigin();
const idMat3 &axis = shards[i]->clipModel->GetAxis();
fade = 1.0f;
if ( shards[i]->droppedTime >= 0 ) {
msec = gameLocal.time - shards[i]->droppedTime - SHARD_FADE_START;
if ( msec > 0 ) {
fade = 1.0f - (float) msec / ( SHARD_ALIVE_TIME - SHARD_FADE_START );
}
}
packedColor = PackColor( idVec4( renderEntity->shaderParms[ SHADERPARM_RED ] * fade,
renderEntity->shaderParms[ SHADERPARM_GREEN ] * fade,
renderEntity->shaderParms[ SHADERPARM_BLUE ] * fade,
fade ) );
const idWinding &winding = shards[i]->winding;
winding.GetPlane( plane );
tangents = ( plane.Normal() * axis ).ToMat3();
for ( j = 2; j < winding.GetNumPoints(); j++ ) {
v = &tris->verts[tris->numVerts++];
v->Clear();
v->xyz = origin + winding[0].ToVec3() * axis;
v->st[0] = winding[0].s;
v->st[1] = winding[0].t;
v->normal = tangents[0];
v->tangents[0] = tangents[1];
v->tangents[1] = tangents[2];
v->SetColor( packedColor );
v = &tris->verts[tris->numVerts++];
v->Clear();
v->xyz = origin + winding[j-1].ToVec3() * axis;
v->st[0] = winding[j-1].s;
v->st[1] = winding[j-1].t;
v->normal = tangents[0];
v->tangents[0] = tangents[1];
v->tangents[1] = tangents[2];
v->SetColor( packedColor );
v = &tris->verts[tris->numVerts++];
v->Clear();
v->xyz = origin + winding[j].ToVec3() * axis;
v->st[0] = winding[j].s;
v->st[1] = winding[j].t;
v->normal = tangents[0];
v->tangents[0] = tangents[1];
v->tangents[1] = tangents[2];
v->SetColor( packedColor );
tris->indexes[tris->numIndexes++] = tris->numVerts - 3;
tris->indexes[tris->numIndexes++] = tris->numVerts - 2;
tris->indexes[tris->numIndexes++] = tris->numVerts - 1;
if ( material->ShouldCreateBackSides() ) {
tris->indexes[tris->numIndexes++] = tris->numVerts - 2;
tris->indexes[tris->numIndexes++] = tris->numVerts - 3;
tris->indexes[tris->numIndexes++] = tris->numVerts - 1;
}
}
for ( k = 0; k < shards[i]->decals.Num(); k++ ) {
const idWinding &decalWinding = *shards[i]->decals[k];
for ( j = 2; j < decalWinding.GetNumPoints(); j++ ) {
v = &decalTris->verts[decalTris->numVerts++];
v->Clear();
v->xyz = origin + decalWinding[0].ToVec3() * axis;
v->st[0] = decalWinding[0].s;
v->st[1] = decalWinding[0].t;
v->normal = tangents[0];
v->tangents[0] = tangents[1];
v->tangents[1] = tangents[2];
v->SetColor( packedColor );
v = &decalTris->verts[decalTris->numVerts++];
v->Clear();
v->xyz = origin + decalWinding[j-1].ToVec3() * axis;
v->st[0] = decalWinding[j-1].s;
v->st[1] = decalWinding[j-1].t;
v->normal = tangents[0];
v->tangents[0] = tangents[1];
v->tangents[1] = tangents[2];
v->SetColor( packedColor );
v = &decalTris->verts[decalTris->numVerts++];
v->Clear();
v->xyz = origin + decalWinding[j].ToVec3() * axis;
v->st[0] = decalWinding[j].s;
v->st[1] = decalWinding[j].t;
v->normal = tangents[0];
v->tangents[0] = tangents[1];
v->tangents[1] = tangents[2];
v->SetColor( packedColor );
decalTris->indexes[decalTris->numIndexes++] = decalTris->numVerts - 3;
decalTris->indexes[decalTris->numIndexes++] = decalTris->numVerts - 2;
decalTris->indexes[decalTris->numIndexes++] = decalTris->numVerts - 1;
if ( decalMaterial->ShouldCreateBackSides() ) {
decalTris->indexes[decalTris->numIndexes++] = decalTris->numVerts - 2;
decalTris->indexes[decalTris->numIndexes++] = decalTris->numVerts - 3;
decalTris->indexes[decalTris->numIndexes++] = decalTris->numVerts - 1;
}
}
}
}
tris->tangentsCalculated = true;
decalTris->tangentsCalculated = true;
SIMDProcessor->MinMax( tris->bounds[0], tris->bounds[1], tris->verts, tris->numVerts );
SIMDProcessor->MinMax( decalTris->bounds[0], decalTris->bounds[1], decalTris->verts, decalTris->numVerts );
memset( &surface, 0, sizeof( surface ) );
surface.shader = material;
surface.id = 0;
surface.geometry = tris;
renderEntity->hModel->AddSurface( surface );
memset( &surface, 0, sizeof( surface ) );
surface.shader = decalMaterial;
surface.id = 1;
surface.geometry = decalTris;
renderEntity->hModel->AddSurface( surface );
return true;
}
/*
================
idBrittleFracture::ModelCallback
================
*/
bool idBrittleFracture::ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView ) {
const idBrittleFracture *ent;
ent = static_cast<idBrittleFracture *>(gameLocal.entities[ renderEntity->entityNum ]);
if ( !ent ) {
gameLocal.Error( "idBrittleFracture::ModelCallback: callback with NULL game entity" );
}
return ent->UpdateRenderEntity( renderEntity, renderView );
}
/*
================
idBrittleFracture::Present
================
*/
void idBrittleFracture::Present() {
// don't present to the renderer if the entity hasn't changed
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
return;
}
BecomeInactive( TH_UPDATEVISUALS );
renderEntity.bounds = bounds;
renderEntity.origin.Zero();
renderEntity.axis.Identity();
// force an update because the bounds/origin/axis may stay the same while the model changes
renderEntity.forceUpdate = true;
// add to refresh list
if ( modelDefHandle == -1 ) {
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
} else {
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
}
changed = true;
}
/*
================
idBrittleFracture::Think
================
*/
void idBrittleFracture::Think( void ) {
int i, startTime, endTime, droppedTime;
shard_t *shard;
bool atRest = true, fading = false;
// remove overdue shards
for ( i = 0; i < shards.Num(); i++ ) {
droppedTime = shards[i]->droppedTime;
if ( droppedTime != -1 ) {
if ( gameLocal.time - droppedTime > SHARD_ALIVE_TIME ) {
RemoveShard( i );
i--;
}
fading = true;
}
}
// remove the entity when nothing is visible
if ( !shards.Num() ) {
PostEventMS( &EV_Remove, 0 );
return;
}
if ( thinkFlags & TH_PHYSICS ) {
startTime = gameLocal.previousTime;
endTime = gameLocal.time;
// run physics on shards
for ( i = 0; i < shards.Num(); i++ ) {
shard = shards[i];
if ( shard->droppedTime == -1 ) {
continue;
}
shard->physicsObj.Evaluate( endTime - startTime, endTime );
if ( !shard->physicsObj.IsAtRest() ) {
atRest = false;
}
}
if ( atRest ) {
BecomeInactive( TH_PHYSICS );
} else {
BecomeActive( TH_PHYSICS );
}
}
if ( !atRest || bounds.IsCleared() ) {
bounds.Clear();
for ( i = 0; i < shards.Num(); i++ ) {
bounds.AddBounds( shards[i]->clipModel->GetAbsBounds() );
}
}
if ( fading ) {
BecomeActive( TH_UPDATEVISUALS | TH_THINK );
} else {
BecomeInactive( TH_THINK );
}
RunPhysics();
Present();
}
/*
================
idBrittleFracture::ApplyImpulse
================
*/
void idBrittleFracture::ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse ) {
if ( id < 0 || id >= shards.Num() ) {
return;
}
if ( shards[id]->droppedTime != -1 ) {
shards[id]->physicsObj.ApplyImpulse( 0, point, impulse );
} else if ( health <= 0 && !disableFracture ) {
Shatter( point, impulse, gameLocal.time );
}
}
/*
================
idBrittleFracture::AddForce
================
*/
void idBrittleFracture::AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force ) {
if ( id < 0 || id >= shards.Num() ) {
return;
}
if ( shards[id]->droppedTime != -1 ) {
shards[id]->physicsObj.AddForce( 0, point, force );
} else if ( health <= 0 && !disableFracture ) {
Shatter( point, force, gameLocal.time );
}
}
/*
================
idBrittleFracture::ProjectDecal
================
*/
void idBrittleFracture::ProjectDecal( const idVec3 &point, const idVec3 &dir, const int time, const char *damageDefName ) {
int i, j, bits, clipBits;
float a, c, s;
idVec2 st[MAX_POINTS_ON_WINDING];
idVec3 origin;
idMat3 axis, axistemp;
idPlane textureAxis[2];
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
msg.WriteFloat( point[0] );
msg.WriteFloat( point[1] );
msg.WriteFloat( point[2] );
msg.WriteFloat( dir[0] );
msg.WriteFloat( dir[1] );
msg.WriteFloat( dir[2] );
ServerSendEvent( EVENT_PROJECT_DECAL, &msg, true, -1 );
}
if ( time >= gameLocal.time ) {
// try to get the sound from the damage def
const idDeclEntityDef *damageDef = NULL;
const idSoundShader *sndShader = NULL;
if ( damageDefName ) {
damageDef = gameLocal.FindEntityDef( damageDefName, false );
if ( damageDef ) {
sndShader = declManager->FindSound( damageDef->dict.GetString( "snd_shatter", "" ) );
}
}
if ( sndShader ) {
StartSoundShader( sndShader, SND_CHANNEL_ANY, 0, false, NULL );
} else {
StartSound( "snd_bullethole", SND_CHANNEL_ANY, 0, false, NULL );
}
}
a = gameLocal.random.RandomFloat() * idMath::TWO_PI;
c = cos( a );
s = -sin( a );
axis[2] = -dir;
axis[2].Normalize();
axis[2].NormalVectors( axistemp[0], axistemp[1] );
axis[0] = axistemp[ 0 ] * c + axistemp[ 1 ] * s;
axis[1] = axistemp[ 0 ] * s + axistemp[ 1 ] * -c;
textureAxis[0] = axis[0] * ( 1.0f / decalSize );
textureAxis[0][3] = -( point * textureAxis[0].Normal() ) + 0.5f;
textureAxis[1] = axis[1] * ( 1.0f / decalSize );
textureAxis[1][3] = -( point * textureAxis[1].Normal() ) + 0.5f;
for ( i = 0; i < shards.Num(); i++ ) {
idFixedWinding &winding = shards[i]->winding;
origin = shards[i]->clipModel->GetOrigin();
axis = shards[i]->clipModel->GetAxis();
float d0, d1;
clipBits = -1;
for ( j = 0; j < winding.GetNumPoints(); j++ ) {
idVec3 p = origin + winding[j].ToVec3() * axis;
st[j].x = d0 = textureAxis[0].Distance( p );
st[j].y = d1 = textureAxis[1].Distance( p );
bits = FLOATSIGNBITSET( d0 );
d0 = 1.0f - d0;
bits |= FLOATSIGNBITSET( d1 ) << 2;
d1 = 1.0f - d1;
bits |= FLOATSIGNBITSET( d0 ) << 1;
bits |= FLOATSIGNBITSET( d1 ) << 3;
clipBits &= bits;
}
if ( clipBits ) {
continue;
}
idFixedWinding *decal = new idFixedWinding;
shards[i]->decals.Append( decal );
decal->SetNumPoints( winding.GetNumPoints() );
for ( j = 0; j < winding.GetNumPoints(); j++ ) {
(*decal)[j].ToVec3() = winding[j].ToVec3();
(*decal)[j].s = st[j].x;
(*decal)[j].t = st[j].y;
}
}
BecomeActive( TH_UPDATEVISUALS );
}
/*
================
idBrittleFracture::DropShard
================
*/
void idBrittleFracture::DropShard( shard_t *shard, const idVec3 &point, const idVec3 &dir, const float impulse, const int time ) {
int i, j, clipModelId;
float dist, f;
idVec3 dir2, origin;
idMat3 axis;
shard_t *neighbour;
// don't display decals on dropped shards
shard->decals.DeleteContents( true );
// remove neighbour pointers of neighbours pointing to this shard
for ( i = 0; i < shard->neighbours.Num(); i++ ) {
neighbour = shard->neighbours[i];
for ( j = 0; j < neighbour->neighbours.Num(); j++ ) {
if ( neighbour->neighbours[j] == shard ) {
neighbour->neighbours.RemoveIndex( j );
break;
}
}
}
// remove neighbour pointers
shard->neighbours.Clear();
// remove the clip model from the static physics object
clipModelId = shard->clipModel->GetId();
physicsObj.SetClipModel( NULL, 1.0f, clipModelId, false );
origin = shard->clipModel->GetOrigin();
axis = shard->clipModel->GetAxis();
// set the dropped time for fading
shard->droppedTime = time;
dir2 = origin - point;
dist = dir2.Normalize();
f = dist > maxShatterRadius ? 1.0f : idMath::Sqrt( dist - minShatterRadius ) * ( 1.0f / idMath::Sqrt( maxShatterRadius - minShatterRadius ) );
// setup the physics
shard->physicsObj.SetSelf( this );
shard->physicsObj.SetClipModel( shard->clipModel, density );
shard->physicsObj.SetMass( shardMass );
shard->physicsObj.SetOrigin( origin );
shard->physicsObj.SetAxis( axis );
shard->physicsObj.SetBouncyness( bouncyness );
shard->physicsObj.SetFriction( 0.6f, 0.6f, friction );
shard->physicsObj.SetGravity( gameLocal.GetGravity() );
shard->physicsObj.SetContents( CONTENTS_RENDERMODEL );
shard->physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
shard->physicsObj.ApplyImpulse( 0, origin, impulse * linearVelocityScale * dir );
shard->physicsObj.SetAngularVelocity( dir.Cross( dir2 ) * ( f * angularVelocityScale ) );
shard->clipModel->SetId( clipModelId );
BecomeActive( TH_PHYSICS );
}
/*
================
idBrittleFracture::Shatter
================
*/
void idBrittleFracture::Shatter( const idVec3 &point, const idVec3 &impulse, const int time ) {
int i;
idVec3 dir;
shard_t *shard;
float m;
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
msg.WriteFloat( point[0] );
msg.WriteFloat( point[1] );
msg.WriteFloat( point[2] );
msg.WriteFloat( impulse[0] );
msg.WriteFloat( impulse[1] );
msg.WriteFloat( impulse[2] );
ServerSendEvent( EVENT_SHATTER, &msg, true, -1 );
}
if ( time > ( gameLocal.time - SHARD_ALIVE_TIME ) ) {
StartSound( "snd_shatter", SND_CHANNEL_ANY, 0, false, NULL );
}
if ( !IsBroken() ) {
Break();
}
if ( fxFracture.Length() ) {
idEntityFx::StartFx( fxFracture, &point, &GetPhysics()->GetAxis(), this, true );
}
dir = impulse;
m = dir.Normalize();
for ( i = 0; i < shards.Num(); i++ ) {
shard = shards[i];
if ( shard->droppedTime != -1 ) {
continue;
}
if ( ( shard->clipModel->GetOrigin() - point ).LengthSqr() > Square( maxShatterRadius ) ) {
continue;
}
DropShard( shard, point, dir, m, time );
}
DropFloatingIslands( point, impulse, time );
}
/*
================
idBrittleFracture::DropFloatingIslands
================
*/
void idBrittleFracture::DropFloatingIslands( const idVec3 &point, const idVec3 &impulse, const int time ) {
int i, j, numIslands;
int queueStart, queueEnd;
shard_t *curShard, *nextShard, **queue;
bool touchesEdge;
idVec3 dir;
dir = impulse;
dir.Normalize();
numIslands = 0;
queue = (shard_t **) _alloca16( shards.Num() * sizeof(shard_t **) );
for ( i = 0; i < shards.Num(); i++ ) {
shards[i]->islandNum = 0;
}
for ( i = 0; i < shards.Num(); i++ ) {
if ( shards[i]->droppedTime != -1 ) {
continue;
}
if ( shards[i]->islandNum ) {
continue;
}
queueStart = 0;
queueEnd = 1;
queue[0] = shards[i];
shards[i]->islandNum = numIslands+1;
touchesEdge = false;
if ( shards[i]->atEdge ) {
touchesEdge = true;
}
for ( curShard = queue[queueStart]; queueStart < queueEnd; curShard = queue[++queueStart] ) {
for ( j = 0; j < curShard->neighbours.Num(); j++ ) {
nextShard = curShard->neighbours[j];
if ( nextShard->droppedTime != -1 ) {
continue;
}
if ( nextShard->islandNum ) {
continue;
}
queue[queueEnd++] = nextShard;
nextShard->islandNum = numIslands+1;
if ( nextShard->atEdge ) {
touchesEdge = true;
}
}
}
numIslands++;
// if the island is not connected to the world at any edges
if ( !touchesEdge ) {
for ( j = 0; j < queueEnd; j++ ) {
DropShard( queue[j], point, dir, 0.0f, time );
}
}
}
}
/*
================
idBrittleFracture::Break
================
*/
void idBrittleFracture::Break( void ) {
fl.takedamage = false;
physicsObj.SetContents( CONTENTS_RENDERMODEL | CONTENTS_TRIGGER );
}
/*
================
idBrittleFracture::IsBroken
================
*/
bool idBrittleFracture::IsBroken( void ) const {
return ( fl.takedamage == false );
}
/*
================
idBrittleFracture::Killed
================
*/
void idBrittleFracture::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
if ( !disableFracture ) {
ActivateTargets( this );
Break();
}
}
/*
================
idBrittleFracture::AddDamageEffect
================
*/
void idBrittleFracture::AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName ) {
if ( !disableFracture ) {
ProjectDecal( collision.c.point, collision.c.normal, gameLocal.time, damageDefName );
}
}
/*
================
idBrittleFracture::Fracture_r
================
*/
void idBrittleFracture::Fracture_r( idFixedWinding &w ) {
int i, j, bestPlane;
float a, c, s, dist, bestDist;
idVec3 origin;
idPlane windingPlane, splitPlanes[2];
idMat3 axis, axistemp;
idFixedWinding back;
idTraceModel trm;
idClipModel *clipModel;
while( 1 ) {
origin = w.GetCenter();
w.GetPlane( windingPlane );
if ( w.GetArea() < maxShardArea ) {
break;
}
// randomly create a split plane
a = gameLocal.random.RandomFloat() * idMath::TWO_PI;
c = cos( a );
s = -sin( a );
axis[2] = windingPlane.Normal();
axis[2].NormalVectors( axistemp[0], axistemp[1] );
axis[0] = axistemp[ 0 ] * c + axistemp[ 1 ] * s;
axis[1] = axistemp[ 0 ] * s + axistemp[ 1 ] * -c;
// get the best split plane
bestDist = 0.0f;
bestPlane = 0;
for ( i = 0; i < 2; i++ ) {
splitPlanes[i].SetNormal( axis[i] );
splitPlanes[i].FitThroughPoint( origin );
for ( j = 0; j < w.GetNumPoints(); j++ ) {
dist = splitPlanes[i].Distance( w[j].ToVec3() );
if ( dist > bestDist ) {
bestDist = dist;
bestPlane = i;
}
}
}
// split the winding
if ( !w.Split( &back, splitPlanes[bestPlane] ) ) {
break;
}
// recursively create shards for the back winding
Fracture_r( back );
}
// translate the winding to it's center
origin = w.GetCenter();
for ( j = 0; j < w.GetNumPoints(); j++ ) {
w[j].ToVec3() -= origin;
}
w.RemoveEqualPoints();
trm.SetupPolygon( w );
trm.Shrink( CM_CLIP_EPSILON );
clipModel = new idClipModel( trm );
physicsObj.SetClipModel( clipModel, 1.0f, shards.Num() );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() + origin, shards.Num() );
physicsObj.SetAxis( GetPhysics()->GetAxis(), shards.Num() );
AddShard( clipModel, w );
}
/*
================
idBrittleFracture::CreateFractures
================
*/
void idBrittleFracture::CreateFractures( const idRenderModel *renderModel ) {
int i, j, k;
const modelSurface_t *surf;
const idDrawVert *v;
idFixedWinding w;
if ( !renderModel ) {
return;
}
physicsObj.SetSelf( this );
physicsObj.SetOrigin( GetPhysics()->GetOrigin(), 0 );
physicsObj.SetAxis( GetPhysics()->GetAxis(), 0 );
for ( i = 0; i < 1 /*renderModel->NumSurfaces()*/; i++ ) {
surf = renderModel->Surface( i );
material = surf->shader;
for ( j = 0; j < surf->geometry->numIndexes; j += 3 ) {
w.Clear();
for ( k = 0; k < 3; k++ ) {
v = &surf->geometry->verts[ surf->geometry->indexes[ j + 2 - k ] ];
w.AddPoint( v->xyz );
w[k].s = v->st[0];
w[k].t = v->st[1];
}
Fracture_r( w );
}
}
physicsObj.SetContents( material->GetContentFlags() );
SetPhysics( &physicsObj );
}
/*
================
idBrittleFracture::FindNeighbours
================
*/
void idBrittleFracture::FindNeighbours( void ) {
int i, j, k, l;
idVec3 p1, p2, dir;
idMat3 axis;
idPlane plane[4];
for ( i = 0; i < shards.Num(); i++ ) {
shard_t *shard1 = shards[i];
const idWinding &w1 = shard1->winding;
const idVec3 &origin1 = shard1->clipModel->GetOrigin();
const idMat3 &axis1 = shard1->clipModel->GetAxis();
for ( k = 0; k < w1.GetNumPoints(); k++ ) {
p1 = origin1 + w1[k].ToVec3() * axis1;
p2 = origin1 + w1[(k+1)%w1.GetNumPoints()].ToVec3() * axis1;
dir = p2 - p1;
dir.Normalize();
axis = dir.ToMat3();
plane[0].SetNormal( dir );
plane[0].FitThroughPoint( p1 );
plane[1].SetNormal( -dir );
plane[1].FitThroughPoint( p2 );
plane[2].SetNormal( axis[1] );
plane[2].FitThroughPoint( p1 );
plane[3].SetNormal( axis[2] );
plane[3].FitThroughPoint( p1 );
for ( j = 0; j < shards.Num(); j++ ) {
if ( i == j ) {
continue;
}
shard_t *shard2 = shards[j];
for ( l = 0; l < shard1->neighbours.Num(); l++ ) {
if ( shard1->neighbours[l] == shard2 ) {
break;
}
}
if ( l < shard1->neighbours.Num() ) {
continue;
}
const idWinding &w2 = shard2->winding;
const idVec3 &origin2 = shard2->clipModel->GetOrigin();
const idMat3 &axis2 = shard2->clipModel->GetAxis();
for ( l = w2.GetNumPoints()-1; l >= 0; l-- ) {
p1 = origin2 + w2[l].ToVec3() * axis2;
p2 = origin2 + w2[(l-1+w2.GetNumPoints())%w2.GetNumPoints()].ToVec3() * axis2;
if ( plane[0].Side( p2, 0.1f ) == SIDE_FRONT && plane[1].Side( p1, 0.1f ) == SIDE_FRONT ) {
if ( plane[2].Side( p1, 0.1f ) == SIDE_ON && plane[3].Side( p1, 0.1f ) == SIDE_ON ) {
if ( plane[2].Side( p2, 0.1f ) == SIDE_ON && plane[3].Side( p2, 0.1f ) == SIDE_ON ) {
shard1->neighbours.Append( shard2 );
shard1->edgeHasNeighbour[k] = true;
shard2->neighbours.Append( shard1 );
shard2->edgeHasNeighbour[(l-1+w2.GetNumPoints())%w2.GetNumPoints()] = true;
break;
}
}
}
}
}
}
for ( k = 0; k < w1.GetNumPoints(); k++ ) {
if ( !shard1->edgeHasNeighbour[k] ) {
break;
}
}
if ( k < w1.GetNumPoints() ) {
shard1->atEdge = true;
} else {
shard1->atEdge = false;
}
}
}
/*
================
idBrittleFracture::Event_Activate
================
*/
void idBrittleFracture::Event_Activate( idEntity *activator ) {
disableFracture = false;
if ( health <= 0 ) {
Break();
}
}
/*
================
idBrittleFracture::Event_Touch
================
*/
void idBrittleFracture::Event_Touch( idEntity *other, trace_t *trace ) {
idVec3 point, impulse;
if ( !IsBroken() ) {
return;
}
if ( trace->c.id < 0 || trace->c.id >= shards.Num() ) {
return;
}
point = shards[trace->c.id]->clipModel->GetOrigin();
impulse = other->GetPhysics()->GetLinearVelocity() * other->GetPhysics()->GetMass();
Shatter( point, impulse, gameLocal.time );
}
/*
================
idBrittleFracture::ClientPredictionThink
================
*/
void idBrittleFracture::ClientPredictionThink( void ) {
// only think forward because the state is not synced through snapshots
if ( !gameLocal.isNewFrame ) {
return;
}
Think();
}
/*
================
idBrittleFracture::ClientReceiveEvent
================
*/
bool idBrittleFracture::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
idVec3 point, dir;
switch( event ) {
case EVENT_PROJECT_DECAL: {
point[0] = msg.ReadFloat();
point[1] = msg.ReadFloat();
point[2] = msg.ReadFloat();
dir[0] = msg.ReadFloat();
dir[1] = msg.ReadFloat();
dir[2] = msg.ReadFloat();
ProjectDecal( point, dir, time, NULL );
return true;
}
case EVENT_SHATTER: {
point[0] = msg.ReadFloat();
point[1] = msg.ReadFloat();
point[2] = msg.ReadFloat();
dir[0] = msg.ReadFloat();
dir[1] = msg.ReadFloat();
dir[2] = msg.ReadFloat();
Shatter( point, dir, time );
return true;
}
default: {
return idEntity::ClientReceiveEvent( event, time, msg );
}
}
return false;
}