quake4-sdk/source/mpgame/BrittleFracture.h

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2007-06-15 00:00:00 +00:00
#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, bool splash = false );
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, idEntity* inflictor );
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;
// 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__ */