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CnC_Renegade/Code/ww3d2/shattersystem.h

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWPhys *
* *
* $Archive:: /Commando/Code/ww3d2/shattersystem.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 1/08/01 10:04a $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef SHATTERSYSTEM_H
#define SHATTERSYSTEM_H
#include "always.h"
class MeshClass;
class PhysicsSceneClass;
class RenderObjClass;
class Vector3;
class Matrix3D;
class MeshMtlParamsClass;
/**
** ShatterSystem
** This collection of static functions is used to "shatter" a mesh into fragments and
** create projectile objects which use the generated fragments as their render object.
*/
class ShatterSystem
{
public:
/*
** Init and Shutdown, these are called from the main physics system init and
** shutdown. The BSP shatter planes are loaded up and initialized in Init
** and released in Shutdown.
*/
static void Init(void);
static void Shutdown(void);
/*
** Pass in the mesh you want shattered and the scene that you want
** the shards to be placed in.
*/
static void Shatter_Mesh(MeshClass * mesh,const Vector3 & point,const Vector3 & velocity);
/*
** Use these methods to get access to the resultant mesh fragments
** Get_Fragment_Count - returns the number of meshes created
** Get_Fragment - returns a pointer (ref-counted!) to the 'n'th mesh
** Relese_Fragments - call this when you are done, it causes the ShatterSystem
** to release its references to the fragments.
*/
static int Get_Fragment_Count(void);
static RenderObjClass * Get_Fragment(int fragment_index);
static RenderObjClass * Peek_Fragment(int fragment_index);
static void Release_Fragments(void);
protected:
static void Reset_Clip_Pools(void);
static void Process_Clip_Pools(const Matrix3D &Mshatter_to_mesh,MeshClass * mesh,MeshMtlParamsClass & mtl_params);
};
#endif