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145 lines
5.1 KiB
C++
145 lines
5.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_BRITTLEFRACTURE_H__
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#define __GAME_BRITTLEFRACTURE_H__
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/*
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===============================================================================
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B-rep Brittle Fracture - Static entity using the boundary representation
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of the render model which can fracture.
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===============================================================================
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*/
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typedef struct shard_s
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{
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idClipModel* clipModel;
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idFixedWinding winding;
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idList<idFixedWinding*, TAG_PHYSICS_BRITTLE> decals;
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idList<bool> edgeHasNeighbour;
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idList<struct shard_s*, TAG_PHYSICS_BRITTLE> neighbours;
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idPhysics_RigidBody physicsObj;
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int droppedTime;
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bool atEdge;
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int islandNum;
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} shard_t;
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class idBrittleFracture : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idBrittleFracture );
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idBrittleFracture();
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virtual ~idBrittleFracture();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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virtual void Present();
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virtual void Think();
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virtual void ApplyImpulse( idEntity* ent, int id, const idVec3& point, const idVec3& impulse );
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virtual void AddForce( idEntity* ent, int id, const idVec3& point, const idVec3& force );
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virtual void AddDamageEffect( const trace_t& collision, const idVec3& velocity, const char* damageDefName );
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virtual void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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void ProjectDecal( const idVec3& point, const idVec3& dir, const int time, const char* damageDefName );
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bool IsBroken() const;
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enum
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{
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EVENT_PROJECT_DECAL = idEntity::EVENT_MAXEVENTS,
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EVENT_SHATTER,
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EVENT_MAXEVENTS
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};
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virtual void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual void ClientPredictionThink();
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
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private:
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// setttings
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const idMaterial* material;
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const idMaterial* decalMaterial;
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float decalSize;
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float maxShardArea;
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float maxShatterRadius;
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float minShatterRadius;
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float linearVelocityScale;
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float angularVelocityScale;
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float shardMass;
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float density;
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float friction;
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float bouncyness;
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idStr fxFracture;
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struct fractureEvent_s
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{
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int eventType;
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idVec3 point;
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idVec3 vector;
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};
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idList<fractureEvent_s> storedEvents;
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bool processStoredEvents;
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idRenderModel* defaultRenderModel;
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bool isXraySurface;
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// state
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idPhysics_StaticMulti physicsObj;
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idList<shard_t*, TAG_PHYSICS_BRITTLE> shards;
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idBounds bounds;
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bool disableFracture;
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// for rendering
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mutable int lastRenderEntityUpdate;
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mutable bool changed;
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bool UpdateRenderEntity( renderEntity_s* renderEntity, const renderView_t* renderView ) const;
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static bool ModelCallback( renderEntity_s* renderEntity, const renderView_t* renderView );
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void AddShard( idClipModel* clipModel, idFixedWinding& w );
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void RemoveShard( int index );
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void DropShard( shard_t* shard, const idVec3& point, const idVec3& dir, const float impulse, const int time );
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void Shatter( const idVec3& point, const idVec3& impulse, const int time );
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void DropFloatingIslands( const idVec3& point, const idVec3& impulse, const int time );
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void Break();
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void Fracture_r( idFixedWinding& w, idRandom2& random );
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void CreateFractures( const idRenderModel* renderModel );
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void FindNeighbours();
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void Event_Activate( idEntity* activator );
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void Event_Touch( idEntity* other, trace_t* trace );
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};
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#endif /* !__GAME_BRITTLEFRACTURE_H__ */
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