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- /*
- ** 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
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