/*
===========================================================================
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 .
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.
===========================================================================
*/
#ifndef __GAME_BRITTLEFRACTURE_H__
#define __GAME_BRITTLEFRACTURE_H__
#include "physics/Physics_RigidBody.h"
#include "physics/Physics_StaticMulti.h"
#include "physics/Clip.h"
#include "Entity.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 decals;
idList edgeHasNeighbour;
idList neighbours;
idPhysics_RigidBody physicsObj;
int droppedTime;
bool atEdge;
int islandNum;
} shard_t;
class idBrittleFracture : public idEntity {
public:
CLASS_PROTOTYPE( idBrittleFracture );
idBrittleFracture( void );
virtual ~idBrittleFracture( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
virtual void Present( void );
virtual void Think( void );
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 );
#ifdef _DENTONMOD
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity *soundEnt=NULL );
void ProjectDecal( const idVec3 &point, const idVec3 &dir, const int time, const char *damageDefName, idEntity *soundEnt=NULL );
#else
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
void ProjectDecal( const idVec3 &point, const idVec3 &dir, const int time, const char *damageDefName );
#endif
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
bool IsBroken( void ) const;
enum {
EVENT_PROJECT_DECAL = idEntity::EVENT_MAXEVENTS,
EVENT_SHATTER,
EVENT_MAXEVENTS
};
virtual void ClientPredictionThink( void );
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;
// state
idPhysics_StaticMulti physicsObj;
idList 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 );
void Fracture_r( idFixedWinding &w );
void CreateFractures( const idRenderModel *renderModel );
void FindNeighbours( void );
void Event_Activate( idEntity *activator );
void Event_Touch( idEntity *other, trace_t *trace );
};
#endif /* !__GAME_BRITTLEFRACTURE_H__ */