mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-24 05:11:21 +00:00
134 lines
4.7 KiB
C++
134 lines
4.7 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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __GAME_BRITTLEFRACTURE_H__
|
|
#define __GAME_BRITTLEFRACTURE_H__
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
B-rep Brittle Fracture - Static entity using the boundary representation
|
|
of the render model which can fracture.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
typedef struct shard_s {
|
|
idClipModel * clipModel;
|
|
idFixedWinding winding;
|
|
idList<idFixedWinding *> decals;
|
|
idList<bool> edgeHasNeighbour;
|
|
idList<struct shard_s *> 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 );
|
|
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
|
|
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
|
|
|
|
void ProjectDecal( const idVec3 &point, const idVec3 &dir, const int time, const char *damageDefName );
|
|
bool IsBroken( 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;
|
|
|
|
#ifdef _D3XP
|
|
bool isXraySurface;
|
|
#endif
|
|
|
|
// state
|
|
idPhysics_StaticMulti physicsObj;
|
|
idList<shard_t *> 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__ */
|