/* =========================================================================== 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__ */