/* ================ idBrittleFracture::Think ================ */ void idBrittleFracture::Think( void ) { int i, startTime, endTime, droppedTime; shard_t *shard; bool atRest = true, fading = false; // remove overdue shards for( i = 0; i < shards.Num(); i++ ) { droppedTime = shards[i]->droppedTime; if( droppedTime != -1 ) { if( gameLocal.time - droppedTime > SHARD_ALIVE_TIME ) { RemoveShard( i ); i--; } fading = true; } } // remove the entity when nothing is visible if( !shards.Num() ) { PostEventMS( &EV_Remove, 0 ); return; } if( thinkFlags & TH_PHYSICS ) { startTime = gameLocal.previousTime; endTime = gameLocal.time; // run physics on shards for( i = 0; i < shards.Num(); i++ ) { shard = shards[i]; if( shard->droppedTime == -1 ) { continue; } shard->physicsObj.Evaluate( endTime - startTime, endTime ); if( !shard->physicsObj.IsAtRest() ) { atRest = false; } } if( atRest ) { BecomeInactive( TH_PHYSICS ); } else { BecomeActive( TH_PHYSICS ); } } if( !atRest || bounds.IsCleared() ) { bounds.Clear(); for( i = 0; i < shards.Num(); i++ ) { bounds.AddBounds( shards[i]->clipModel->GetAbsBounds() ); } } if( fading ) { BecomeActive( TH_UPDATEVISUALS | TH_THINK ); } else { BecomeInactive( TH_THINK ); } RunPhysics(); Present(); }
/* ================ idBrittleFracture::Restore ================ */ void idBrittleFracture::Restore( idRestoreGame* savefile ) { savefile->ReadInt( health ); savefile->Read( &fl, sizeof( fl ) ); LittleBitField( &fl, sizeof( fl ) ); // setttings savefile->ReadMaterial( material ); savefile->ReadMaterial( decalMaterial ); savefile->ReadFloat( decalSize ); savefile->ReadFloat( maxShardArea ); savefile->ReadFloat( maxShatterRadius ); savefile->ReadFloat( minShatterRadius ); savefile->ReadFloat( linearVelocityScale ); savefile->ReadFloat( angularVelocityScale ); savefile->ReadFloat( shardMass ); savefile->ReadFloat( density ); savefile->ReadFloat( friction ); savefile->ReadFloat( bouncyness ); savefile->ReadString( fxFracture ); // state savefile->ReadBounds( bounds ); savefile->ReadBool( disableFracture ); savefile->ReadInt( lastRenderEntityUpdate ); savefile->ReadBool( changed ); savefile->ReadModel( defaultRenderModel ); // Reset all brittle Fractures so we can re-break them if necessary fl.takedamage = true; CreateFractures( defaultRenderModel ); FindNeighbours(); int numEvents = 0; bool resolveBreaks = false; savefile->ReadInt( numEvents ); for( int i = 0; i < numEvents; i++ ) { fractureEvent_s restoredEvent; savefile->ReadInt( restoredEvent.eventType ); savefile->ReadVec3( restoredEvent.point ); savefile->ReadVec3( restoredEvent.vector ); if( restoredEvent.eventType == EVENT_PROJECT_DECAL ) { ProjectDecal( restoredEvent.point, restoredEvent.vector, gameLocal.time, NULL ); } else { Shatter( restoredEvent.point, restoredEvent.vector, gameLocal.time ); } resolveBreaks = true; } // remove any dropped shards for( int i = 0; resolveBreaks && i < shards.Num(); i++ ) { if( shards[i]->droppedTime != -1 ) { RemoveShard( i ); i--; } } renderEntity.hModel = renderModelManager->AllocModel(); renderEntity.hModel->InitEmpty( brittleFracture_SnapshotName ); renderEntity.callback = idBrittleFracture::ModelCallback; renderEntity.noShadow = true; renderEntity.noSelfShadow = true; renderEntity.noDynamicInteractions = false; savefile->ReadBool( isXraySurface ); }