/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 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();
virtual ~idBrittleFracture();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void Spawn();
virtual void Present();
virtual void Think();
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() const;
enum
{
EVENT_PROJECT_DECAL = idEntity::EVENT_MAXEVENTS,
EVENT_SHATTER,
EVENT_MAXEVENTS
};
virtual void ClientThink( const int curTime, const float fraction, const bool predict );
virtual void ClientPredictionThink();
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;
struct fractureEvent_s
{
int eventType;
idVec3 point;
idVec3 vector;
};
idList storedEvents;
bool processStoredEvents;
idRenderModel* defaultRenderModel;
bool isXraySurface;
// 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 Fracture_r( idFixedWinding& w, idRandom2& random );
void CreateFractures( const idRenderModel* renderModel );
void FindNeighbours();
void Event_Activate( idEntity* activator );
void Event_Touch( idEntity* other, trace_t* trace );
};
#endif /* !__GAME_BRITTLEFRACTURE_H__ */