#include <ModuleDestructible.h>
Public Member Functions | |
virtual void | onDamageNotify (const DamageEventReportData &damageEvent)=0 |
virtual void | onStateChangeNotify (const ChunkStateEventData &visibilityEvent)=0 |
virtual bool | releaseOnNoChunksVisible (const DestructibleActor *destructible) |
virtual void | onDestructibleWake (DestructibleActor **destructibles, uint32_t count)=0 |
virtual void | onDestructibleSleep (DestructibleActor **destructibles, uint32_t count)=0 |
Protected Member Functions | |
virtual | ~UserChunkReport () |
Detailed Description
UserChunkReport - API for a user-defined callback to get information about fractured or damaged chunks
Constructor & Destructor Documentation
virtual nvidia::apex::UserChunkReport::~UserChunkReport | ( | ) | [inline, protected, virtual] |
Member Function Documentation
virtual void nvidia::apex::UserChunkReport::onDamageNotify | ( | const DamageEventReportData & | damageEvent | ) | [pure virtual] |
User implementation of UserChunkReport must overload this function. This function will get called when a chunk is fractured or destroyed. See the definition of DamageEventReportData for the information provided to the function.
virtual void nvidia::apex::UserChunkReport::onDestructibleSleep | ( | DestructibleActor ** | destructibles, |
uint32_t | count | ||
) | [pure virtual] |
List of destructible actors that have just gone to sleep (all associated PhysX actors have gone to sleep).
virtual void nvidia::apex::UserChunkReport::onDestructibleWake | ( | DestructibleActor ** | destructibles, |
uint32_t | count | ||
) | [pure virtual] |
List of destructible actors that have just become awake (any associated PhysX actor has become awake).
virtual void nvidia::apex::UserChunkReport::onStateChangeNotify | ( | const ChunkStateEventData & | visibilityEvent | ) | [pure virtual] |
User implementation of UserChunkReport must overload this function. This function gets called when chunk visibility changes occur, if the user has selected this option via ModuleDestructible::scheduleChunkStateEventCallback. See the definition of ChunkStateEventData for the information provided to the function.
Please note* the user must also set the NxParameterized actor parameter 'createChunkEvents' to true, on individual destructible actors, to receive state change events from that actor.
virtual bool nvidia::apex::UserChunkReport::releaseOnNoChunksVisible | ( | const DestructibleActor * | destructible | ) | [inline, virtual] |
Called when an DestructibleActor contains no visible chunks. If the user returns true, APEX will release the destructible actor. If the user returns false, they should not release the destructible actor from within the callback, and instead must wait until the completion of Scene::fetchResults().
Default implementation returns false, which is the legacy behavior.
If this class (UserChunkReport) is not implemented, APEX will not destroy the DestructibleActor.
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:22 Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.