#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