/* =========================================================================== 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. =========================================================================== */ #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(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; }