#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