103 lines
4.1 KiB
C++
103 lines
4.1 KiB
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
|
|
|
|
|