nvidia::apex::DestructibleAssetAuthoring Member List
This is the complete list of members for nvidia::apex::DestructibleAssetAuthoring, including all inherited members.
acquireReadLock(const char *fileName, const uint32_t lineno) const =0 | nvidia::apex::RWLockable | [pure virtual] |
acquireWriteLock(const char *fileName, const uint32_t lineno) const =0 | nvidia::apex::RWLockable | [pure virtual] |
addChunkOverlaps(IntPair *supportGraphEdges, uint32_t numSupportGraphEdges)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
ApexInterface() (defined in nvidia::apex::ApexInterface) | nvidia::apex::ApexInterface | [inline] |
appendActorTransforms(const PxMat44 *transforms, uint32_t transformCount)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
applyTransformation(const PxMat44 &transformation, float scale)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
applyTransformation(const PxMat44 &transformation)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
buildCutoutSet(const uint8_t *pixelBuffer, uint32_t bufferWidth, uint32_t bufferHeight, float snapThreshold, bool periodic)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
buildExplicitHierarchicalMesh(ExplicitHierarchicalMesh &hMesh, const ExplicitRenderTriangle *meshTriangles, uint32_t meshTriangleCount, const ExplicitSubmeshData *submeshData, uint32_t submeshCount, uint32_t *meshPartition=NULL, uint32_t meshPartitionCount=0, int32_t *parentIndices=NULL, uint32_t parentIndexCount=0)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
buildSliceMesh(const ExplicitRenderTriangle *&mesh, const FractureTools::NoiseParameters &noiseParameters, const PxPlane &slicePlane, uint32_t randomSeed)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
cacheChunkOverlapsUpToDepth(int32_t depth=-1)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
calculateCutoutUVMapping(PxMat33 &mapping, const nvidia::ExplicitRenderTriangle &triangle)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
calculateCutoutUVMapping(PxMat33 &mapping, const PxVec3 &targetDirection)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
clearActorTransforms()=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
clearChunkOverlaps(int32_t depth=-1, bool keepCachedFlag=false)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
cookChunks(const DestructibleAssetCookingDesc &cookingDesc, bool cacheOverlaps=true, uint32_t *chunkIndexMapUser2Apex=NULL, uint32_t *chunkIndexMapApex2User=NULL, uint32_t chunkIndexMapCount=0)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
createChippedMesh(const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureCutoutDesc &desc, const FractureTools::CutoutSet &cutoutSet, const FractureTools::FractureSliceDesc &sliceDesc, const FractureTools::FractureVoronoiDesc &voronoiDesc, const CollisionDesc &collisionDesc, uint32_t randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
createExplicitHierarchicalMeshConvexHull()=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
createHierarchicallySplitMesh(const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureSliceDesc &desc, const CollisionDesc &collisionDesc, bool exportCoreMesh, int32_t coreMeshImprintSubmeshIndex, uint32_t randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
createScatterMeshSites(uint8_t *meshIndices, PxMat44 *relativeTransforms, uint32_t *chunkMeshStarts, uint32_t scatterMeshInstancesBufferSize, uint32_t targetChunkCount, const uint16_t *targetChunkIndices, uint32_t *randomSeed, uint32_t scatterMeshAssetCount, nvidia::RenderMeshAsset **scatterMeshAssets, const uint32_t *minCount, const uint32_t *maxCount, const float *minScales, const float *maxScales, const float *maxAngles)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
createVoronoiSitesInsideMesh(PxVec3 *siteBuffer, uint32_t *siteChunkIndices, uint32_t siteCount, uint32_t *randomSeed, uint32_t *microgridSize, BSPOpenMode::Enum meshMode, IProgressListener &progressListener, uint32_t chunkIndex=0xFFFFFFFF)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
createVoronoiSplitMesh(const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureVoronoiDesc &desc, const CollisionDesc &collisionDesc, bool exportCoreMesh, int32_t coreMeshImprintSubmeshIndex, uint32_t randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
deserializeFractureToolState(PxFileBuf &stream, nvidia::ExplicitHierarchicalMesh::Embedding &embedding)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getActorTransformCount() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getActorTransforms() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getCachedOverlapCountAtDepth(uint32_t depth)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getCachedOverlapsAtDepth(uint32_t depth)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getChunkChild(uint32_t chunkIndex, uint32_t childIndex) const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getChunkChildCount(uint32_t chunkIndex) const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getChunkCount() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getChunkPositionOffset(uint32_t chunkIndex) const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getChunkUVOffset(uint32_t chunkIndex) const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getCoreExplicitHierarchicalMesh()=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getCutoutSet()=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getDepthCount() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getDestructibleInitParameters() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getDestructibleParameters() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getExplicitHierarchicalMesh()=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getFractureImpulseScale() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getImpactVelocityThreshold() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getInstancedChunkMeshCount() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getName() const =0 | nvidia::apex::AssetAuthoring | [pure virtual] |
getNeighborPadding() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getNvParameterized() const =0 | nvidia::apex::AssetAuthoring | [pure virtual] |
getObjTypeName() const =0 | nvidia::apex::AssetAuthoring | [pure virtual] |
getPartIndex(uint32_t chunkIndex) const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getRenderMeshAsset() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getScatterMeshAssetCount() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getScatterMeshAssets() const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
getStats(DestructibleAssetStats &stats) const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
hierarchicallySplitChunk(uint32_t chunkIndex, const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureSliceDesc &desc, const CollisionDesc &collisionDesc, uint32_t *randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
importDestructibleAssetToRootMesh(const nvidia::DestructibleAsset &destructibleAsset, uint32_t maxRootDepth=UINT32_MAX)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
importRenderMeshAssetToRootMesh(const nvidia::RenderMeshAsset &renderMeshAsset, uint32_t maxRootDepth=UINT32_MAX)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
partitionMeshByIslands(nvidia::ExplicitRenderTriangle *mesh, uint32_t meshTriangleCount, uint32_t *meshPartition, uint32_t meshPartitionMaxCount, float padding=0.0001f)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
prepareForPlatform(nvidia::apex::PlatformTag)=0 | nvidia::apex::AssetAuthoring | [pure virtual] |
release()=0 | nvidia::apex::ApexInterface | [pure virtual] |
releaseAndReturnNvParameterizedInterface(void)=0 | nvidia::apex::AssetAuthoring | [pure virtual] |
releaseReadLock(void) const =0 | nvidia::apex::RWLockable | [pure virtual] |
releaseWriteLock(void) const =0 | nvidia::apex::RWLockable | [pure virtual] |
removeChunkOverlaps(IntPair *supportGraphEdges, uint32_t numSupportGraphEdges, bool keepCachedFlagIfEmpty)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
removePlatformMaxDepth(PlatformTag platform)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
serializeFractureToolState(PxFileBuf &stream, nvidia::ExplicitHierarchicalMesh::Embedding &embedding) const =0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setBSPBuildParameters(float logAreaSigmaThreshold, uint32_t testSetSize, float splitWeight, float imbalanceWeight)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setBSPTolerances(float linearTolerance, float angularTolerance, float baseTolerance, float clipTolerance, float cleaningTolerance)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setChunkOverlapsCacheDepth(int32_t depth=-1)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setCoreMesh(const ExplicitRenderTriangle *mesh, uint32_t meshTriangleCount, const ExplicitSubmeshData *submeshData, uint32_t submeshCount, uint32_t *meshPartition=NULL, uint32_t meshPartitionCount=0)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setCrumbleEmitterName(const char *)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setDestructibleInitParameters(const DestructibleInitParameters &)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setDestructibleParameters(const DestructibleParameters &)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setDustEmitterName(const char *)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setFracturePatternName(const char *)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setNeighborPadding(float neighborPadding)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setPlatformMaxDepth(PlatformTag platform, uint32_t maxDepth)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setRenderMeshAsset(RenderMeshAsset *)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setRootMesh(const ExplicitRenderTriangle *meshTriangles, uint32_t meshTriangleCount, const ExplicitSubmeshData *submeshData, uint32_t submeshCount, uint32_t *meshPartition=NULL, uint32_t meshPartitionCount=0, int32_t *parentIndices=NULL, uint32_t parentIndexCount=0)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setScatterMeshAssets(RenderMeshAsset **scatterMeshAssetArray, uint32_t scatterMeshAssetArraySize)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
setToolString(const char *toolName, const char *toolVersion, uint32_t toolChangelist)=0 | nvidia::apex::AssetAuthoring | [pure virtual] |
trimCollisionGeometry(const uint32_t *partIndices, uint32_t partIndexCount, float maxTrimFraction=0.2f)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
userData | nvidia::apex::ApexInterface | |
visualizeVoronoiCells(nvidia::RenderDebugInterface &debugRender, const PxVec3 *sites, uint32_t siteCount, const uint32_t *cellColors, uint32_t cellColorCount, const PxBounds3 &bounds, uint32_t cellIndex=0xFFFFFFFF)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
voronoiSplitChunk(uint32_t chunkIndex, const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureVoronoiDesc &desc, const CollisionDesc &collisionDesc, uint32_t *randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0 | nvidia::apex::DestructibleAssetAuthoring | [pure virtual] |
Generated on Fri Dec 15 2017 13:58:38 Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.