dhewm3/neo/d3xp/BrittleFracture.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

1382 lines
35 KiB
C++

/*
===========================================================================
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 "sys/platform.h"
#include "framework/DeclEntityDef.h"
#include "renderer/ModelManager.h"
#include "Fx.h"
#include "BrittleFracture.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;
#ifdef _D3XP
isXraySurface = false;
#endif
}
/*
================
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 );
}
#ifdef _D3XP
savefile->WriteBool( isXraySurface );
#endif
}
/*
================
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();
}
}
#ifdef _D3XP
savefile->ReadBool( isXraySurface );
#endif
}
/*
================
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 );
#ifdef _D3XP
// check for xray surface
if ( 1 ) {
const idRenderModel *model = renderEntity.hModel;
isXraySurface = false;
for ( int i = 0; i < model->NumSurfaces(); i++ ) {
const modelSurface_t *surf = model->Surface( i );
if ( idStr( surf->shader->GetName() ) == "textures/smf/window_scratch" ) {
isXraySurface = true;
break;
}
}
}
#endif
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
axis[2] = windingPlane.Normal();
#ifdef _D3XP
if ( isXraySurface ) {
a = idMath::TWO_PI / 2.f;
}
else {
a = gameLocal.random.RandomFloat() * idMath::TWO_PI;
}
#else
a = gameLocal.random.RandomFloat() * idMath::TWO_PI;
#endif
c = cos( a );
s = -sin( a );
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 );
#ifdef _D3XP
if ( isXraySurface ) {
for ( i = 0; i < 1 /*renderModel->NumSurfaces()*/; i++ ) {
surf = renderModel->Surface( i );
material = surf->shader;
w.Clear();
int k = 0;
v = &surf->geometry->verts[k];
w.AddPoint( v->xyz );
w[k].s = v->st[0];
w[k].t = v->st[1];
k = 1;
v = &surf->geometry->verts[k];
w.AddPoint( v->xyz );
w[k].s = v->st[0];
w[k].t = v->st[1];
k = 3;
v = &surf->geometry->verts[k];
w.AddPoint( v->xyz );
w[k].s = v->st[0];
w[k].t = v->st[1];
k = 2;
v = &surf->geometry->verts[k];
w.AddPoint( v->xyz );
w[k].s = v->st[0];
w[k].t = v->st[1];
Fracture_r( w );
}
}
else {
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 );
}
}
}
#else
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 );
}
}
#endif
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;
}