Game Development Reference
In-Depth Information
/**
* The radius up to which objects implode in the first stage
* of the explosion.
*/
real implosionMaxRadius;
/**
* 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 implosionMinRadius;
/**
* The length of time that objects spend imploding before the
* concussion phase kicks in.
*/
real implosionDuration;
/**
* The maximal force that the implosion can apply. 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 implosionForce;
public:
/**
* Creates a new explosion with sensible default values.
*/
Explosion();
/**
* Calculates and applies the force that the explosion
* has on the given rigid body.
*/
virtual void updateForce(RigidBody * body, real duration);
/**
* Calculates and applies the force that the explosion has
* on the given particle.
*/
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