Cyclone Cyclone: cyclone::Explosion Class Reference

cyclone::Explosion Class Reference

A force generator showing a three component explosion effect. More...

#include <fgen.h>

Inheritance diagram for cyclone::Explosion:

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Collaboration diagram for cyclone::Explosion:

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List of all members.

Public Member Functions

 Explosion ()
 Creates a new explosion with sensible default values.
virtual void updateForce (RigidBody *body, real duration)
 Calculates and applies the force that the explosion has on the given rigid body.
virtual void updateForce (Particle *particle, real duration)=0
 Calculates and applies the force that the explosion has on the given particle.

Public Attributes

Vector3 detonation
 The location of the detonation of the weapon.ExplosionFG >Omit;ExplosionFGIntro.
real implosionMaxRadius
 The radius up to which objects implode in the first stage of the explosion.
real implosionMinRadius
 The radius within which objects don't feel the implosion force.
real implosionDuration
 The length of time that objects spend imploding before the concussion phase kicks in.
real implosionForce
 The maximal force that the implosion can apply.ExplosionFGImplosion.
real shockwaveSpeed
 The speed that the shock wave is traveling, this is related to the thickness below in the relationship:.
real shockwaveThickness
 The shock wave applies its force over a range of distances, this controls how thick.
real peakConcussionForce
 This is the force that is applied at the very centre of the concussion wave on an object that is stationary.
real concussionDuration
 The length of time that the concussion wave is active.
real peakConvectionForce
 This is the peak force for stationary objects in the centre of the convection chimney.
real chimneyRadius
 The radius of the chimney cylinder in the xz plane.
real chimneyHeight
 The maximum height of the chimney.
real convectionDuration
 The length of time the convection chimney is active.ExplosionFGConvection.

Detailed Description

A force generator showing a three component explosion effect.

This force generator is intended to represent a single explosion effect for multiple rigid bodies. The force generator can also act as a particle force generator.


Constructor & Destructor Documentation

cyclone::Explosion::Explosion  ) 
 

Creates a new explosion with sensible default values.


Member Function Documentation

virtual void cyclone::Explosion::updateForce Particle particle,
real  duration
[pure virtual]
 

Calculates and applies the force that the explosion has on the given particle.

Implements cyclone::ParticleForceGenerator.

virtual void cyclone::Explosion::updateForce RigidBody body,
real  duration
[virtual]
 

Calculates and applies the force that the explosion has on the given rigid body.

Implements cyclone::ForceGenerator.


Member Data Documentation

real cyclone::Explosion::chimneyHeight
 

The maximum height of the chimney.

real cyclone::Explosion::chimneyRadius
 

The radius of the chimney cylinder in the xz plane.

real cyclone::Explosion::concussionDuration
 

The length of time that the concussion wave is active.

As the wave nears this, the forces it applies reduces.

real cyclone::Explosion::convectionDuration
 

The length of time the convection chimney is active.ExplosionFGConvection.

Typically this is the longest effect to be in operation, as the heat from the explosion outlives the shock wave and implosion itself.

Vector3 cyclone::Explosion::detonation
 

The location of the detonation of the weapon.ExplosionFG >Omit;ExplosionFGIntro.

real cyclone::Explosion::implosionDuration
 

The length of time that objects spend imploding before the concussion phase kicks in.

real cyclone::Explosion::implosionForce
 

The maximal force that the implosion can apply.ExplosionFGImplosion.

This should be relatively small to avoid the implosion pulling objects through the detonation point and out the other side before the concussion wave kicks in.

real cyclone::Explosion::implosionMaxRadius
 

The radius up to which objects implode in the first stage of the explosion.

real cyclone::Explosion::implosionMinRadius
 

The radius within which objects don't feel the implosion force.

Objects near to the detonation aren't sucked in by the air implosion.

real cyclone::Explosion::peakConcussionForce
 

This is the force that is applied at the very centre of the concussion wave on an object that is stationary.

Objects that are in front or behind of the wavefront, or that are already moving outwards, get proportionally less force. Objects moving in towards the centre get proportionally more force.

real cyclone::Explosion::peakConvectionForce
 

This is the peak force for stationary objects in the centre of the convection chimney.

Force calculations for this value are the same as for peakConcussionForce.

real cyclone::Explosion::shockwaveSpeed
 

The speed that the shock wave is traveling, this is related to the thickness below in the relationship:.

thickness >= speed * minimum frame duration

real cyclone::Explosion::shockwaveThickness
 

The shock wave applies its force over a range of distances, this controls how thick.

Faster waves require larger thicknesses.


The documentation for this class was generated from the following file: