pe_explosion

#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

Detailed Description

See also
SimulateExplosion

Member Data Documentation

◆ epicenterImp

Vec3 pe_explosion::epicenterImp

epicenter for impulse computation

◆ forceDeformEntities

bool pe_explosion::forceDeformEntities

force deformation even if breakImpulseScale is zero

◆ rmin

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