#include
Public Attributes | |
Vec3 | epicenter |
epicenter for the occlusion computation | |
Vec3 | epicenterImp |
float | rmin |
float | rmax |
float | r |
float | impulsivePressureAtR |
int | nOccRes |
resolution of the occlusion map (0 disables) | |
int | nGrow |
grow occlusion projections by this amount of cells to allow explosion to reach around corners a bit | |
float | rminOcc |
ignores geometry closer than this for occlusion computations | |
float | holeSize |
explosion shape for iholeType will be scaled by this holeSize / shape's declared size | |
Vec3 | explDir |
hit direction, for aligning the explosion boolean shape | |
int | iholeType |
breakability index for the explosion (<0 disables) | |
bool | forceDeformEntities |
IPhysicalEntity ** | pAffectedEnts |
filled as results | |
float * | pAffectedEntsExposure |
0..1 exposure, computed from the occlusion map | |
int | nAffectedEnts |
Vec3 pe_explosion::epicenterImp |
epicenter for impulse computation
bool pe_explosion::forceDeformEntities |
force deformation even if breakImpulseScale is zero
float pe_explosion::rmin |
the impulse a surface fragment with area dS and normal n gets is: dS*k*n*max(0,n*dir_to_epicenter)/max(rmin, dist_to_epicenter)^2 k is selected in such way that at impulsivePressureAtR = k/r^2