APEX NvParameterized Schemas: BasicIOSAssetParam Struct Reference

NVIDIA APEX

BasicIOSAssetParam Struct Reference

Describes the NxParameterized::Interface for 'BasicIOSAssetParam' : More...

#include <params.h>

List of all members.

Public Attributes

F32 restDensity
 'restDensity' : Rest density of particles
F32 particleRadius
 'particleRadius' : Radius of a particle
U32 maxParticleCount
 'maxParticleCount' : Maximum particle count
F32 maxInjectedParticleCount
 'maxInjectedParticleCount' : Maximum number of newly created particles on each frame
U32 maxCollidingObjects
 'maxCollidingObjects' : Maximum number of particles that are able to collide with each other.
F32 sceneGravityScale
 'sceneGravityScale' : Used to scale, or even disable the basic IOS's gravity
Vec3 externalAcceleration
 'externalAcceleration' : Acceleration (m/s^2) applied to all particles at all time steps (added to the scaled scene gravity).
F32 particleMass.center
 'particleMass.center' : Center of distribution
F32 particleMass.spread
 'particleMass.spread' : Spread of distribution
Type particleMass.type
 'particleMass.type' : Distribution type
String collisionFilterDataName
 'collisionFilterDataName' : The filter data (group/groupsMask) name for IOS vs PhysX interaction.
String fieldSamplerFilterDataName
 'fieldSamplerFilterDataName' : The filter data name for IOS vs FieldSampler interaction.
Bool staticCollision
 'staticCollision' : Enables collision with static shapes
F32 restitutionForStaticShapes
 'restitutionForStaticShapes' : Defines the restitution coefficient used for collisions with static shapes.
Bool dynamicCollision
 'dynamicCollision' : Enables collision with dynamic shapes
F32 restitutionForDynamicShapes
 'restitutionForDynamicShapes' : Defines the restitution coefficient used for collisions with dynamic shapes.
F32 collisionDistanceMultiplier
 'collisionDistanceMultiplier' : Defines the distance (= collisionDistanceMultiplier*particleRadius) between particles and collision geometry, which is maintained during simulation.
F32 collisionThreshold
 'collisionThreshold' : Defines the threshold for collision between particles and collision geometry, inside this threshold collision contact is generated without a response.
Bool collisionWithConvex
 'collisionWithConvex' : Enables collision with convex shapes
Bool collisionWithTriangleMesh
 'collisionWithTriangleMesh' : Enables collision with triangle mesh shapes
Bool GridDensity.Enabled
 'GridDensity.Enabled' : Compute Density Using a Grid
Resolution GridDensity.Resolution
 'GridDensity.Resolution' : Number of cells in a 3D grid, used to calculate particles positions. Higher values divide the grid into more cells.
F32 GridDensity.GridSize
 'GridDensity.GridSize' : Depth of grid.
U32 GridDensity.MaxCellCount
 'GridDensity.MaxCellCount' : This is the number of particles within a gridcell for a density of 1
Bool enableTemperatureBuffer
 'enableTemperatureBuffer' : Enables temperature buffer.

Detailed Description

Describes the NxParameterized::Interface for 'BasicIOSAssetParam' :

BasicIOSAssetParam contains 25 fully qualified names
---------------------------------------------
  1 : F32         restDensity                  
  2 : F32         particleRadius               
  3 : U32         maxParticleCount             
  4 : F32         maxInjectedParticleCount     
  5 : U32         maxCollidingObjects          
  6 : F32         sceneGravityScale            
  7 : Vec3        externalAcceleration         
  8 : F32         particleMass.center          
  9 : F32         particleMass.spread          
 10 : Type        particleMass.type            
 11 : String      collisionFilterDataName      
 12 : String      fieldSamplerFilterDataName   
 13 : Bool        staticCollision              
 14 : F32         restitutionForStaticShapes   
 15 : Bool        dynamicCollision             
 16 : F32         restitutionForDynamicShapes  
 17 : F32         collisionDistanceMultiplier  
 18 : F32         collisionThreshold           
 19 : Bool        collisionWithConvex          
 20 : Bool        collisionWithTriangleMesh    
 21 : Bool        GridDensity.Enabled          
 22 : Resolution  GridDensity.Resolution       
 23 : F32         GridDensity.GridSize         
 24 : U32         GridDensity.MaxCellCount     
 25 : Bool        enableTemperatureBuffer      

Member Data Documentation

'collisionDistanceMultiplier' : Defines the distance (= collisionDistanceMultiplier*particleRadius) between particles and collision geometry, which is maintained during simulation.

'collisionFilterDataName' : The filter data (group/groupsMask) name for IOS vs PhysX interaction.

'collisionThreshold' : Defines the threshold for collision between particles and collision geometry, inside this threshold collision contact is generated without a response.

'collisionWithConvex' : Enables collision with convex shapes

'collisionWithTriangleMesh' : Enables collision with triangle mesh shapes

'dynamicCollision' : Enables collision with dynamic shapes

'enableTemperatureBuffer' : Enables temperature buffer.

'externalAcceleration' : Acceleration (m/s^2) applied to all particles at all time steps (added to the scaled scene gravity).

'fieldSamplerFilterDataName' : The filter data name for IOS vs FieldSampler interaction.

'GridDensity.Enabled' : Compute Density Using a Grid

If this option is true; density will be computed based on the grouping of particles in a 3d grid

'GridDensity.GridSize' : Depth of grid.

The default value is a 10 units Must be positive.

'GridDensity.MaxCellCount' : This is the number of particles within a gridcell for a density of 1

This is the integer count representing how many particles reside in a single grid cell before the density is considered 1. It is valid for the density to be greater than one. For example, if there were 32 particles in a grid cell with a max-cell count of 16, then the density would be equal to 2.

'GridDensity.Resolution' : Number of cells in a 3D grid, used to calculate particles positions. Higher values divide the grid into more cells.

This enumeration defines the 3d resolution of the grid.

'maxCollidingObjects' : Maximum number of particles that are able to collide with each other.

Maximum number of objects that are able to collide with each other (boxes, spheres, capsules, hspaces, convexmeshes, trimeshes).

'maxInjectedParticleCount' : Maximum number of newly created particles on each frame

The maximum number of new particles to be spawned on each frame. Use values >1 to provide the absolute value, or 0 <= x <= 1 to provide the percentage rate to overall number of particles.

'maxParticleCount' : Maximum particle count

'particleMass.center' : Center of distribution

'particleMass.spread' : Spread of distribution

Spread is std deviation for normal distribution or halfwidth for uniform distribution.

'particleMass.type' : Distribution type

Type of probability distribution (currently only normal and uniform are supported).

'particleRadius' : Radius of a particle

Radius of a particle.

'restDensity' : Rest density of particles

Authored density of the instanced objects simulated by this IOS. Emitters need this value for constant density emitter effects.

'restitutionForDynamicShapes' : Defines the restitution coefficient used for collisions with dynamic shapes.

'restitutionForStaticShapes' : Defines the restitution coefficient used for collisions with static shapes.

'sceneGravityScale' : Used to scale, or even disable the basic IOS's gravity

'staticCollision' : Enables collision with static shapes


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

Generated on Fri Dec 15 2017 13:59:11

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