Describes the NxParameterized::Interface for 'DestructibleActorParam' : More...
#include <params.h>
Public Attributes | |
String | crumbleEmitterName |
'crumbleEmitterName' : The name of the NxMeshParticleSystem to use for crumbling | |
F32 | crumbleParticleSpacing |
'crumbleParticleSpacing' : How far apart to space the particles when crumbling | |
String | dustEmitterName |
'dustEmitterName' : The name of the NxMeshParticleSystem to use for fracture-line dust | |
F32 | dustParticleSpacing |
'dustParticleSpacing' : How far apart to space the particles when creating dust particles | |
Mat34 | globalPose |
'globalPose' : The initial pose where the destructible actor will be put into the scene | |
Vec3 | scale |
'scale' : 3D Scale | |
Bool | dynamic |
'dynamic' : Whether or not the destructible starts life as a dynamic actor | |
U32 | supportDepth |
'supportDepth' : The chunk hierarchy depth at which to create a support graph. | |
Bool | formExtendedStructures |
'formExtendedStructures' : If initially static, the destructible will become part of an extended support structure if it is in contact with another static destructible that also has this flag set. | |
Bool | performDetailedOverlapTestForExtendedStructures |
'performDetailedOverlapTestForExtendedStructures' : When testing for chunk overlap with other destructibles, perform detailed collision test. Otherwise, just test AABBs. | |
Bool | keepPreviousFrameBoneBuffer |
'keepPreviousFrameBoneBuffer' : If true, the skinned mesh will hold a bone buffer for the last frame | |
Bool | doNotCreateRenderable |
'doNotCreateRenderable' : If true, a renderable will not be created for the destructible actor | |
Bool | useAssetDefinedSupport |
'useAssetDefinedSupport' : If set, then chunks which are tagged as 'support' chunks | |
Bool | useWorldSupport |
'useWorldSupport' : If set, then chunks which overlap the NxScene's static geometry will have environmental support | |
Bool | renderStaticChunksSeparately |
'renderStaticChunksSeparately' : Whether or not to render static chunks in a separate mesh | |
Bool | keepVisibleBonesPacked |
'keepVisibleBonesPacked' : Parameter passed into skinned ApexRenderMeshActor | |
Bool | createChunkEvents |
'createChunkEvents' : Whether or not to create an event buffer for chunks | |
String | overrideSkinnedMaterialNames[] |
'overrideSkinnedMaterialNames[]' : Per-actor material names, to override those in the asset, for skinned rendering | |
String | overrideStaticMaterialNames[] |
'overrideStaticMaterialNames[]' : Per-actor material names, to override those in the asset, for static rendering | |
F32 | sleepVelocityFrameDecayConstant |
'sleepVelocityFrameDecayConstant' : Frame memory decay constant used for actor velocity smoothing. Valid range: [1.0,infinity). | |
Bool | useHardSleeping |
'useHardSleeping' : If true, turn chunk islands kinematic when they sleep. | |
F32 | destructibleParameters.damageCap |
'destructibleParameters.damageCap' : Limits the amount of damage applied to a chunk. | |
F32 | destructibleParameters.forceToDamage |
'destructibleParameters.forceToDamage' : Multiplier to calculate applied damage from an impact. | |
F32 | destructibleParameters.impactVelocityThreshold |
'destructibleParameters.impactVelocityThreshold' : Large impact force may be reported if rigid bodies are spawned inside one another. | |
U32 | destructibleParameters.minimumFractureDepth |
'destructibleParameters.minimumFractureDepth' : The chunks will not be broken free below this depth. | |
I32 | destructibleParameters.impactDamageDefaultDepth |
'destructibleParameters.impactDamageDefaultDepth' : The default depth to which chunks will take impact damage. | |
I32 | destructibleParameters.debrisDepth |
'destructibleParameters.debrisDepth' : The chunk hierarchy depth at which chunks are considered to be 'debris.' | |
U32 | destructibleParameters.essentialDepth |
'destructibleParameters.essentialDepth' : The chunk hierarchy depth up to which chunks will always be processed | |
F32 | destructibleParameters.debrisLifetimeMin |
'destructibleParameters.debrisLifetimeMin' : Minimum time to destroy debris | |
F32 | destructibleParameters.debrisLifetimeMax |
'destructibleParameters.debrisLifetimeMax' : Maximum time to destroy debris | |
F32 | destructibleParameters.debrisMaxSeparationMin |
'destructibleParameters.debrisMaxSeparationMin' : Minimum separation distance | |
F32 | destructibleParameters.debrisMaxSeparationMax |
'destructibleParameters.debrisMaxSeparationMax' : Minimum separation distance | |
F32 | destructibleParameters.debrisDestructionProbability |
'destructibleParameters.debrisDestructionProbability' : The probablity that a debris chunk, when fractured, will simply be destroyed | |
Bounds3 | destructibleParameters.validBounds |
'destructibleParameters.validBounds' : valid bounding region for debris | |
F32 | destructibleParameters.maxChunkSpeed |
'destructibleParameters.maxChunkSpeed' : Maximum speed of a chunk | |
Bool | destructibleParameters.flags.ACCUMULATE_DAMAGE |
'destructibleParameters.flags.ACCUMULATE_DAMAGE' : Determines if chunks accumulate damage | |
Bool | destructibleParameters.flags.DEBRIS_TIMEOUT |
'destructibleParameters.flags.DEBRIS_TIMEOUT' : Whether or not chunks at or deeper than the 'debris' depth will timeout | |
Bool | destructibleParameters.flags.DEBRIS_MAX_SEPARATION |
'destructibleParameters.flags.DEBRIS_MAX_SEPARATION' : Whether or not chunks at or deeper than the 'debris' depth will be removed if separated too far | |
Bool | destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS |
'destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS' : If set, the smallest chunks may be further broken down | |
Bool | destructibleParameters.flags.ACCURATE_RAYCASTS |
'destructibleParameters.flags.ACCURATE_RAYCASTS' : If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit | |
Bool | destructibleParameters.flags.USE_VALID_BOUNDS |
'destructibleParameters.flags.USE_VALID_BOUNDS' : If set, the validBounds field of NxDestructibleParameters will be used. | |
Bool | destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE |
'destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE' : If set, crumbled chunks will use the runtime fracture pipeline. | |
F32 | destructibleParameters.fractureImpulseScale |
'destructibleParameters.fractureImpulseScale' : Scale factor used to apply an impulse force along the normal of chunk when fractured. | |
U16 | destructibleParameters.damageDepthLimit |
'destructibleParameters.damageDepthLimit' : How deep in the hierarchy damage will be propagated, relative to the chunk hit. | |
U16 | destructibleParameters.dynamicChunkDominanceGroup |
'destructibleParameters.dynamicChunkDominanceGroup' : Optional dominance group for dynamic chunks created when fractured. | |
Bool | destructibleParameters.dynamicChunksGroupsMask.useGroupsMask |
'destructibleParameters.dynamicChunksGroupsMask.useGroupsMask' : Whether or not the groupsMask should be used | |
U32 | destructibleParameters.dynamicChunksGroupsMask.bits0 |
'destructibleParameters.dynamicChunksGroupsMask.bits0' : bits0 of the groups mask | |
U32 | destructibleParameters.dynamicChunksGroupsMask.bits1 |
'destructibleParameters.dynamicChunksGroupsMask.bits1' : bits1 of the groups mask | |
U32 | destructibleParameters.dynamicChunksGroupsMask.bits2 |
'destructibleParameters.dynamicChunksGroupsMask.bits2' : bits2 of the groups mask | |
U32 | destructibleParameters.dynamicChunksGroupsMask.bits3 |
'destructibleParameters.dynamicChunksGroupsMask.bits3' : bits3 of the groups mask | |
RuntimeFractureType | destructibleParameters.runtimeFracture.RuntimeFractureType |
'destructibleParameters.runtimeFracture.RuntimeFractureType' : Which type of fracture pattern to choose | |
Bool | destructibleParameters.runtimeFracture.sheetFracture |
'destructibleParameters.runtimeFracture.sheetFracture' : If true, align fracture pattern to largest face | |
U32 | destructibleParameters.runtimeFracture.depthLimit |
'destructibleParameters.runtimeFracture.depthLimit' : Number of times deep a chunk can be fractured. | |
Bool | destructibleParameters.runtimeFracture.destroyIfAtDepthLimit |
'destructibleParameters.runtimeFracture.destroyIfAtDepthLimit' : Destroy chunk if at depth limit | |
F32 | destructibleParameters.runtimeFracture.minConvexSize |
'destructibleParameters.runtimeFracture.minConvexSize' : Minimum Convex Size. | |
F32 | destructibleParameters.runtimeFracture.impulseScale |
'destructibleParameters.runtimeFracture.impulseScale' : Scales impulse applied by a fracture. | |
U32 | destructibleParameters.runtimeFracture.glass.numSectors |
'destructibleParameters.runtimeFracture.glass.numSectors' : Number of angular slices. | |
F32 | destructibleParameters.runtimeFracture.glass.sectorRand |
'destructibleParameters.runtimeFracture.glass.sectorRand' : Creates variance in the angle of slices. | |
F32 | destructibleParameters.runtimeFracture.glass.firstSegmentSize |
'destructibleParameters.runtimeFracture.glass.firstSegmentSize' : The minimum shard size. | |
F32 | destructibleParameters.runtimeFracture.glass.segmentScale |
'destructibleParameters.runtimeFracture.glass.segmentScale' : Scales the radial spacing. | |
F32 | destructibleParameters.runtimeFracture.glass.segmentRand |
'destructibleParameters.runtimeFracture.glass.segmentRand' : Creates variance in the radial size of shards. | |
Vec3 | destructibleParameters.runtimeFracture.voronoi.dimensions |
'destructibleParameters.runtimeFracture.voronoi.dimensions' : The size of the entire block | |
U32 | destructibleParameters.runtimeFracture.voronoi.numCells |
'destructibleParameters.runtimeFracture.voronoi.numCells' : Max Number of Cells to create. | |
F32 | destructibleParameters.runtimeFracture.voronoi.biasExp |
'destructibleParameters.runtimeFracture.voronoi.biasExp' : Bias Exponential value. | |
F32 | destructibleParameters.runtimeFracture.voronoi.maxDist |
'destructibleParameters.runtimeFracture.voronoi.maxDist' : The max distance a Voronoi point away from origin. | |
Bool | destructibleParameters.runtimeFracture.attachment.posX |
'destructibleParameters.runtimeFracture.attachment.posX' : Attach to positive x side of sheet. | |
Bool | destructibleParameters.runtimeFracture.attachment.negX |
'destructibleParameters.runtimeFracture.attachment.negX' : Attach to negative x side of sheet. | |
Bool | destructibleParameters.runtimeFracture.attachment.posY |
'destructibleParameters.runtimeFracture.attachment.posY' : Attach to positive y side of sheet. | |
Bool | destructibleParameters.runtimeFracture.attachment.negY |
'destructibleParameters.runtimeFracture.attachment.negY' : Attach to negative y side of sheet. | |
Bool | destructibleParameters.runtimeFracture.attachment.posZ |
'destructibleParameters.runtimeFracture.attachment.posZ' : Attach to positive z side of sheet. | |
Bool | destructibleParameters.runtimeFracture.attachment.negZ |
'destructibleParameters.runtimeFracture.attachment.negZ' : Attach to negative z side of sheet. | |
F32 | destructibleParameters.supportStrength |
'destructibleParameters.supportStrength' : The support strength threshold for breaking chunks in stressSolver | |
I8 | destructibleParameters.legacyChunkBoundsTestSetting |
'destructibleParameters.legacyChunkBoundsTestSetting' : Whether or not to use the old chunk bounds testing for damage, or use the module setting. | |
I8 | destructibleParameters.legacyDamageRadiusSpreadSetting |
'destructibleParameters.legacyDamageRadiusSpreadSetting' : Whether or not to use the old damage spread method, or use the module setting. | |
Bool | depthParameters[].OVERRIDE_IMPACT_DAMAGE |
'depthParameters[].OVERRIDE_IMPACT_DAMAGE' : If true, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE, no matter the setting of impactDamageDefaultDepth. | |
Bool | depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE |
'depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE' : If OVERRIDE_IMPACT_DAMAGE = TRUE, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE. | |
Bool | depthParameters[].IGNORE_POSE_UPDATES |
'depthParameters[].IGNORE_POSE_UPDATES' : Chunks at this depth should have pose updates ignored. | |
Bool | depthParameters[].IGNORE_RAYCAST_CALLBACKS |
'depthParameters[].IGNORE_RAYCAST_CALLBACKS' : Chunks at this depth should be ignored in raycast callbacks. | |
Bool | depthParameters[].IGNORE_CONTACT_CALLBACKS |
'depthParameters[].IGNORE_CONTACT_CALLBACKS' : Chunks at this depth should be ignored in contact callbacks. | |
Bool | depthParameters[].USER_FLAG_0 |
'depthParameters[].USER_FLAG_0' : User defined flag. | |
Bool | depthParameters[].USER_FLAG_1 |
'depthParameters[].USER_FLAG_1' : User defined flag. | |
Bool | depthParameters[].USER_FLAG_2 |
'depthParameters[].USER_FLAG_2' : User defined flag. | |
Bool | depthParameters[].USER_FLAG_3 |
'depthParameters[].USER_FLAG_3' : User defined flag. | |
Bool | shapeDescTemplate.flags.NX_TRIGGER_ON_ENTER |
'shapeDescTemplate.flags.NX_TRIGGER_ON_ENTER' : Trigger callback will be called when a shape enters the trigger volume. | |
Bool | shapeDescTemplate.flags.NX_TRIGGER_ON_LEAVE |
'shapeDescTemplate.flags.NX_TRIGGER_ON_LEAVE' : Trigger callback will be called after a shape leaves the trigger volume. | |
Bool | shapeDescTemplate.flags.NX_TRIGGER_ON_STAY |
'shapeDescTemplate.flags.NX_TRIGGER_ON_STAY' : Trigger callback will be called while a shape is intersecting the trigger volume. | |
Bool | shapeDescTemplate.flags.NX_SF_VISUALIZATION |
'shapeDescTemplate.flags.NX_SF_VISUALIZATION' : Enable debug renderer for shapes | |
Bool | shapeDescTemplate.flags.NX_SF_DISABLE_COLLISION |
'shapeDescTemplate.flags.NX_SF_DISABLE_COLLISION' : Disable collision detection for shapes (counterpart of NX_AF_DISABLE_COLLISION) | |
Bool | shapeDescTemplate.flags.NX_SF_FEATURE_INDICES |
'shapeDescTemplate.flags.NX_SF_FEATURE_INDICES' : Enable feature indices in contact stream. | |
Bool | shapeDescTemplate.flags.NX_SF_DISABLE_RAYCASTING |
'shapeDescTemplate.flags.NX_SF_DISABLE_RAYCASTING' : Disable raycasting for shapes | |
Bool | shapeDescTemplate.flags.NX_SF_POINT_CONTACT_FORCE |
'shapeDescTemplate.flags.NX_SF_POINT_CONTACT_FORCE' : Enable contact force reporting per contact point in contact stream (otherwise we only report force per actor pair) | |
Bool | shapeDescTemplate.flags.NX_SF_FLUID_DRAIN |
'shapeDescTemplate.flags.NX_SF_FLUID_DRAIN' : Sets a shape to be a fluid drain. | |
Bool | shapeDescTemplate.flags.NX_SF_FLUID_DISABLE_COLLISION |
'shapeDescTemplate.flags.NX_SF_FLUID_DISABLE_COLLISION' : Disable collision with fluids. | |
Bool | shapeDescTemplate.flags.NX_SF_FLUID_TWOWAY |
'shapeDescTemplate.flags.NX_SF_FLUID_TWOWAY' : Enables the reaction of a shapes actor on fluid collision. | |
Bool | shapeDescTemplate.flags.NX_SF_DISABLE_RESPONSE |
'shapeDescTemplate.flags.NX_SF_DISABLE_RESPONSE' : Disable collision response for shapes (counterpart of NX_AF_DISABLE_RESPONSE) | |
Bool | shapeDescTemplate.flags.NX_SF_DYNAMIC_DYNAMIC_CCD |
'shapeDescTemplate.flags.NX_SF_DYNAMIC_DYNAMIC_CCD' : Enable dynamic-dynamic CCD for shapes. Used only when CCD is globally enabled and shape have a CCD skeleton. | |
Bool | shapeDescTemplate.flags.NX_SF_DISABLE_SCENE_QUERIES |
'shapeDescTemplate.flags.NX_SF_DISABLE_SCENE_QUERIES' : Disable participation in ray casts, overlap tests and sweeps. | |
Bool | shapeDescTemplate.flags.NX_SF_CLOTH_DRAIN |
'shapeDescTemplate.flags.NX_SF_CLOTH_DRAIN' : Sets a shape to be a cloth drain. | |
Bool | shapeDescTemplate.flags.NX_SF_CLOTH_DISABLE_COLLISION |
'shapeDescTemplate.flags.NX_SF_CLOTH_DISABLE_COLLISION' : Disable collision with cloths. | |
Bool | shapeDescTemplate.flags.NX_SF_CLOTH_TWOWAY |
'shapeDescTemplate.flags.NX_SF_CLOTH_TWOWAY' : Enables the reaction of a shapes actor on cloth collision. | |
Bool | shapeDescTemplate.flags.NX_SF_SOFTBODY_DRAIN |
'shapeDescTemplate.flags.NX_SF_SOFTBODY_DRAIN' : Sets a shape to be a soft body drain. | |
Bool | shapeDescTemplate.flags.NX_SF_SOFTBODY_DISABLE_COLLISION |
'shapeDescTemplate.flags.NX_SF_SOFTBODY_DISABLE_COLLISION' : Disable collision with soft bodies. | |
Bool | shapeDescTemplate.flags.NX_SF_SOFTBODY_TWOWAY |
'shapeDescTemplate.flags.NX_SF_SOFTBODY_TWOWAY' : Enables the reaction of a shape's actor on soft body collision. | |
U16 | shapeDescTemplate.collisionGroup |
'shapeDescTemplate.collisionGroup' : Sets which collision group shapes are part of. | |
Bool | shapeDescTemplate.groupsMask.useGroupsMask |
'shapeDescTemplate.groupsMask.useGroupsMask' : Whether or not the groupsMask should be used | |
U32 | shapeDescTemplate.groupsMask.bits0 |
'shapeDescTemplate.groupsMask.bits0' : bits0 of the groups mask | |
U32 | shapeDescTemplate.groupsMask.bits1 |
'shapeDescTemplate.groupsMask.bits1' : bits1 of the groups mask | |
U32 | shapeDescTemplate.groupsMask.bits2 |
'shapeDescTemplate.groupsMask.bits2' : bits2 of the groups mask | |
U32 | shapeDescTemplate.groupsMask.bits3 |
'shapeDescTemplate.groupsMask.bits3' : bits3 of the groups mask | |
U16 | shapeDescTemplate.materialIndex |
'shapeDescTemplate.materialIndex' : The material index of a shape. | |
F32 | shapeDescTemplate.density |
'shapeDescTemplate.density' : The density of an individual shape. | |
F32 | shapeDescTemplate.skinWidth |
'shapeDescTemplate.skinWidth' : Specifies by how much shapes can interpenetrate; if -1 it uses the global default | |
U64 | shapeDescTemplate.userData |
'shapeDescTemplate.userData' : Optional user data pointer | |
U64 | shapeDescTemplate.name |
'shapeDescTemplate.name' : Optional name string for a shape. | |
Bool | actorDescTemplate.flags.NX_AF_DISABLE_COLLISION |
'actorDescTemplate.flags.NX_AF_DISABLE_COLLISION' : Enable/disable collision detection | |
Bool | actorDescTemplate.flags.NX_AF_DISABLE_RESPONSE |
'actorDescTemplate.flags.NX_AF_DISABLE_RESPONSE' : Enable/disable collision response (reports contacts but dont use them) | |
Bool | actorDescTemplate.flags.NX_AF_LOCK_COM |
'actorDescTemplate.flags.NX_AF_LOCK_COM' : Disables COM update when computing inertial properties at creation time. | |
Bool | actorDescTemplate.flags.NX_AF_FLUID_DISABLE_COLLISION |
'actorDescTemplate.flags.NX_AF_FLUID_DISABLE_COLLISION' : Disables COM update when computing inertial properties at creation time. | |
Bool | actorDescTemplate.flags.NX_AF_CONTACT_MODIFICATION |
'actorDescTemplate.flags.NX_AF_CONTACT_MODIFICATION' : Turn on contact modification callback for the actor. | |
Bool | actorDescTemplate.flags.NX_AF_FORCE_CONE_FRICTION |
'actorDescTemplate.flags.NX_AF_FORCE_CONE_FRICTION' : Force cone friction to be used for this actor. | |
Bool | actorDescTemplate.flags.NX_AF_USER_ACTOR_PAIR_FILTERING |
'actorDescTemplate.flags.NX_AF_USER_ACTOR_PAIR_FILTERING' : Enable/disable custom contact filtering. | |
F32 | actorDescTemplate.density |
'actorDescTemplate.density' : Density to be applied to the whole actor. | |
U16 | actorDescTemplate.actorCollisionGroup |
'actorDescTemplate.actorCollisionGroup' : Sets which NxActorGroup an actor is part of | |
U16 | actorDescTemplate.dominanceGroup |
'actorDescTemplate.dominanceGroup' : Dominance group for an actor. | |
Bool | actorDescTemplate.contactReportFlags.NX_IGNORE_PAIR |
'actorDescTemplate.contactReportFlags.NX_IGNORE_PAIR' : Disable contact generation for this pair | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH' : Pair callback will be called when the pair starts to be in contact | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH' : Pair callback will be called when the pair stops to be in contact | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH' : Pair callback will keep getting called while the pair is in contact | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_IMPACT |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_IMPACT' : [Not yet implemented] pair callback will be called when it may be appropriate for the pair to play an impact sound | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_ROLL |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_ROLL' : [Not yet implemented] pair callback will be called when the pair is in contact and rolling. | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_SLIDE |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_SLIDE' : [Not yet implemented] pair callback will be called when the pair is in contact and sliding (and not rolling). | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_FORCES |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_FORCES' : The (summed total) friction force and normal force will be given in the NxContactPair variable in the contact report. | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH_FORCE_THRESHOLD |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH_FORCE_THRESHOLD' : Pair callback will be called when the contact force between two actors falls below the actor-defined force thresholds | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH_FORCE_THRESHOLD |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH_FORCE_THRESHOLD' : Pair callback will be called when the contact force between two actors falls below the actor-defined force thresholds | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH_FORCE_THRESHOLD |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH_FORCE_THRESHOLD' : Pair callback will keep getting called while the contact force between two actors exceeds one of the actor-defined force thresholds | |
Bool | actorDescTemplate.contactReportFlags.NX_NOTIFY_CONTACT_MODIFICATION |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_CONTACT_MODIFICATION' : Generate a callback for all associated contact constraints, making it possible to edit the constraint. This flag is not included in NX_NOTIFY_ALL for performance reasons. see NxUserContactModify. | |
U16 | actorDescTemplate.forceFieldMaterial |
'actorDescTemplate.forceFieldMaterial' : Force Field Material Index | |
U64 | actorDescTemplate.userData |
'actorDescTemplate.userData' : Optional user data pointer | |
U64 | actorDescTemplate.name |
'actorDescTemplate.name' : Optional name string for a shape; must be set by the application and must be a persistent pointer. | |
U64 | actorDescTemplate.compartment |
'actorDescTemplate.compartment' : Optional compartment pointer | |
Bool | bodyDescTemplate.flags.NX_BF_DISABLE_GRAVITY |
'bodyDescTemplate.flags.NX_BF_DISABLE_GRAVITY' : Set if gravity should not be applied on this body | |
Bool | bodyDescTemplate.flags.NX_BF_FILTER_SLEEP_VEL |
'bodyDescTemplate.flags.NX_BF_FILTER_SLEEP_VEL' : Filter velocities used keep body awake. The filter reduces rapid oscillations and transient spikes | |
Bool | bodyDescTemplate.flags.NX_BF_ENERGY_SLEEP_TEST |
'bodyDescTemplate.flags.NX_BF_ENERGY_SLEEP_TEST' : Enables energy-based sleeping algorithm | |
Bool | bodyDescTemplate.flags.NX_BF_VISUALIZATION |
'bodyDescTemplate.flags.NX_BF_VISUALIZATION' : Enables debug visualization for this body | |
F32 | bodyDescTemplate.wakeUpCounter |
'bodyDescTemplate.wakeUpCounter' : The bodys initial wake up counter | |
F32 | bodyDescTemplate.linearDamping |
'bodyDescTemplate.linearDamping' : Linear damping applied to the body | |
F32 | bodyDescTemplate.angularDamping |
'bodyDescTemplate.angularDamping' : Angular damping applied to the body | |
F32 | bodyDescTemplate.maxAngularVelocity |
'bodyDescTemplate.maxAngularVelocity' : Maximum allowed angular velocity | |
F32 | bodyDescTemplate.CCDMotionThreshold |
'bodyDescTemplate.CCDMotionThreshold' : Distance threshold for CCD | |
F32 | bodyDescTemplate.sleepLinearVelocity |
'bodyDescTemplate.sleepLinearVelocity' : Maximum linear velocity at which body can go to sleep | |
F32 | bodyDescTemplate.sleepAngularVelocity |
'bodyDescTemplate.sleepAngularVelocity' : Maximum angular velocity at which body can go to sleep | |
U32 | bodyDescTemplate.solverIterationCount |
'bodyDescTemplate.solverIterationCount' : Number of solver iterations performed when processing joint/contacts connected to this body | |
F32 | bodyDescTemplate.sleepEnergyThreshold |
'bodyDescTemplate.sleepEnergyThreshold' : Threshold for the energy-based sleeping algorithm. Only used when the NX_BF_ENERGY_SLEEP_TEST flag is set | |
F32 | bodyDescTemplate.sleepDamping |
'bodyDescTemplate.sleepDamping' : Damping factor for bodies that are about to sleep | |
F32 | bodyDescTemplate.contactReportThreshold |
'bodyDescTemplate.contactReportThreshold' : The force threshold for contact reports | |
Bool | p3ShapeDescTemplate.flags.eSIMULATION_SHAPE |
'p3ShapeDescTemplate.flags.eSIMULATION_SHAPE' : The shape will partake in collision in the physical simulation. | |
Bool | p3ShapeDescTemplate.flags.eSCENE_QUERY_SHAPE |
'p3ShapeDescTemplate.flags.eSCENE_QUERY_SHAPE' : The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...). | |
Bool | p3ShapeDescTemplate.flags.eTRIGGER_SHAPE |
'p3ShapeDescTemplate.flags.eTRIGGER_SHAPE' : The shape is a trigger which can send reports whenever other shapes enter/leave its volume. | |
Bool | p3ShapeDescTemplate.flags.eVISUALIZATION |
'p3ShapeDescTemplate.flags.eVISUALIZATION' : Enable debug renderer for this shape | |
Bool | p3ShapeDescTemplate.flags.ePARTICLE_DRAIN |
'p3ShapeDescTemplate.flags.ePARTICLE_DRAIN' : Sets the shape to be a particle drain | |
Bool | p3ShapeDescTemplate.flags.eDEFORMABLE_DRAIN |
'p3ShapeDescTemplate.flags.eDEFORMABLE_DRAIN' : Sets the shape to be a deformable drain | |
U32 | p3ShapeDescTemplate.simulationFilterData.word0 |
'p3ShapeDescTemplate.simulationFilterData.word0' : word0 of the filter data | |
U32 | p3ShapeDescTemplate.simulationFilterData.word1 |
'p3ShapeDescTemplate.simulationFilterData.word1' : word1 of the filter data | |
U32 | p3ShapeDescTemplate.simulationFilterData.word2 |
'p3ShapeDescTemplate.simulationFilterData.word2' : word2 of the filter data | |
U32 | p3ShapeDescTemplate.simulationFilterData.word3 |
'p3ShapeDescTemplate.simulationFilterData.word3' : word3 of the filter data | |
U32 | p3ShapeDescTemplate.queryFilterData.word0 |
'p3ShapeDescTemplate.queryFilterData.word0' : word0 of the filter data | |
U32 | p3ShapeDescTemplate.queryFilterData.word1 |
'p3ShapeDescTemplate.queryFilterData.word1' : word1 of the filter data | |
U32 | p3ShapeDescTemplate.queryFilterData.word2 |
'p3ShapeDescTemplate.queryFilterData.word2' : word2 of the filter data | |
U32 | p3ShapeDescTemplate.queryFilterData.word3 |
'p3ShapeDescTemplate.queryFilterData.word3' : word3 of the filter data | |
U64 | p3ShapeDescTemplate.material |
'p3ShapeDescTemplate.material' : A PxMaterial pointer for the shape | |
F32 | p3ShapeDescTemplate.contactOffset |
'p3ShapeDescTemplate.contactOffset' : Sets the contact offset | |
F32 | p3ShapeDescTemplate.restOffset |
'p3ShapeDescTemplate.restOffset' : Sets the rest offset | |
U64 | p3ShapeDescTemplate.userData |
'p3ShapeDescTemplate.userData' : Optional user data pointer | |
U64 | p3ShapeDescTemplate.name |
'p3ShapeDescTemplate.name' : Optional name string for a shape. | |
Bool | p3ActorDescTemplate.flags.eVISUALIZATION |
'p3ActorDescTemplate.flags.eVISUALIZATION' : Enable debug renderer for this actor | |
Bool | p3ActorDescTemplate.flags.eDISABLE_GRAVITY |
'p3ActorDescTemplate.flags.eDISABLE_GRAVITY' : Disables scene gravity for this actor | |
Bool | p3ActorDescTemplate.flags.eSEND_SLEEP_NOTIFIES |
'p3ActorDescTemplate.flags.eSEND_SLEEP_NOTIFIES' : Enables the sending of PxSimulationEventCallback::onWake() and PxSimulationEventCallback::onSleep() notify events | |
U8 | p3ActorDescTemplate.dominanceGroup |
'p3ActorDescTemplate.dominanceGroup' : Assigns dynamic actors a dominance group identifier. | |
U8 | p3ActorDescTemplate.ownerClient |
'p3ActorDescTemplate.ownerClient' : Sets the owner client of an actor. | |
U32 | p3ActorDescTemplate.clientBehaviorBits |
'p3ActorDescTemplate.clientBehaviorBits' : Changes the behavior bits initially specified with PxActorDesc::clientBehaviorBits. | |
Bool | p3ActorDescTemplate.contactReportFlags.eRESOLVE_CONTACTS |
'p3ActorDescTemplate.contactReportFlags.eRESOLVE_CONTACTS' : Process the contacts of this collision pair in the dynamics solver. | |
Bool | p3ActorDescTemplate.contactReportFlags.eMODIFY_CONTACTS |
'p3ActorDescTemplate.contactReportFlags.eMODIFY_CONTACTS' : Call contact modification callback for this collision pair. | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_FOUND |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_FOUND' : Call contact report callback or trigger callback when this collision pair starts to be in contact | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_PERSISTS |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_PERSISTS' : Call contact report callback or trigger callback while this collision pair is in contact | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_LOST |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_LOST' : Call contact report callback or trigger callback when this collision pair stops to be in contact. | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_FOUND |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_FOUND' : Call contact report callback when the contact force between the actors of this collision pair exceeds one of the actor-defined force thresholds. | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_PERSISTS |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_PERSISTS' : Call contact report callback when the contact force between the actors of this collision pair continues to exceed one of the actor-defined force thresholds | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_LOST |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_LOST' : Call contact report callback when the contact force between the actors of this collision pair falls below one of the actor-defined force thresholds (includes the case where this collision pair stops being in contact). | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_POINTS |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_POINTS' : Provide contact points in contact reports for this collision pair. | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCES |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCES' : Provide the (summed total) friction force and normal force in contact reports for this collision pair (see PxContactPair). | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCE_PER_POINT |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCE_PER_POINT' : Provide contact forces per contact point in contact reports for this collision pair. | |
Bool | p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FEATURE_INDICES_PER_POINT |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FEATURE_INDICES_PER_POINT' : Provide feature indices per contact point in contact reports for this collision pair. | |
Bool | p3ActorDescTemplate.contactReportFlags.eCCD_LINEAR |
'p3ActorDescTemplate.contactReportFlags.eCCD_LINEAR' : A less expensive approximation of eSWEPT_INTEGRATION_FULL, where the rotational motion of the objects is neglected. Should be used when performance is of the essence, for objects where angular motion is unlikely to lead to tunneling. | |
Bool | p3ActorDescTemplate.contactReportFlags.eCONTACT_DEFAULT |
'p3ActorDescTemplate.contactReportFlags.eCONTACT_DEFAULT' : Provided default flag to do simple contact processing for this collision pair. | |
Bool | p3ActorDescTemplate.contactReportFlags.eTRIGGER_DEFAULT |
'p3ActorDescTemplate.contactReportFlags.eTRIGGER_DEFAULT' : Provided default flag to get commonly used trigger behavior for this collision pair. | |
U64 | p3ActorDescTemplate.userData |
'p3ActorDescTemplate.userData' : Optional user data pointer | |
U64 | p3ActorDescTemplate.name |
'p3ActorDescTemplate.name' : Optional name string for a shape; must be set by the application and must be a persistent pointer. | |
F32 | p3BodyDescTemplate.density |
'p3BodyDescTemplate.density' : The density of the body. Used to compute the mass of the body. | |
Bool | p3BodyDescTemplate.flags.eKINEMATIC |
'p3BodyDescTemplate.flags.eKINEMATIC' : Enables kinematic mode for the actor | |
Bool | p3BodyDescTemplate.flags.eENABLE_CCD |
'p3BodyDescTemplate.flags.eENABLE_CCD' : Enables swept integration for the actor. | |
F32 | p3BodyDescTemplate.sleepThreshold |
'p3BodyDescTemplate.sleepThreshold' : Sets the mass-normalized kinetic energy threshold below which an actor may go to sleep. | |
F32 | p3BodyDescTemplate.wakeUpCounter |
'p3BodyDescTemplate.wakeUpCounter' : The bodys initial wake up counter | |
F32 | p3BodyDescTemplate.linearDamping |
'p3BodyDescTemplate.linearDamping' : Linear damping applied to the body | |
F32 | p3BodyDescTemplate.angularDamping |
'p3BodyDescTemplate.angularDamping' : Sets the angular damping coefficient | |
F32 | p3BodyDescTemplate.maxAngularVelocity |
'p3BodyDescTemplate.maxAngularVelocity' : Maximum allowed angular velocity | |
U32 | p3BodyDescTemplate.solverIterationCount |
'p3BodyDescTemplate.solverIterationCount' : Sets the solver iteration counts for the body | |
U32 | p3BodyDescTemplate.velocityIterationCount |
'p3BodyDescTemplate.velocityIterationCount' : Sets the velocity solver iteration counts for the body | |
F32 | p3BodyDescTemplate.contactReportThreshold |
'p3BodyDescTemplate.contactReportThreshold' : The force threshold for contact reports | |
F32 | p3BodyDescTemplate.sleepLinearVelocity |
'p3BodyDescTemplate.sleepLinearVelocity' : Maximum linear velocity at which body can go to sleep | |
Bool | structureSettings.useStressSolver |
'structureSettings.useStressSolver' : If true, the structure containing this actor will use the stress solver. | |
F32 | structureSettings.stressSolverTimeDelay |
'structureSettings.stressSolverTimeDelay' : The structure containing this actor will use the minimum stressSolverTimeDelay of all actors in the structure. | |
F32 | structureSettings.stressSolverMassThreshold |
'structureSettings.stressSolverMassThreshold' : The structure containing this actor will use the minimum stressSolverMassThreshold of all actors in the structure. | |
String | defaultBehaviorGroup.name |
'defaultBehaviorGroup.name' : Name of behavior group | |
F32 | defaultBehaviorGroup.damageThreshold |
'defaultBehaviorGroup.damageThreshold' : The damage amount which will cause a chunk to fracture (break free) from the destructible. | |
F32 | defaultBehaviorGroup.damageToRadius |
'defaultBehaviorGroup.damageToRadius' : Controls the distance into the destructible to propagate damage. | |
F32 | defaultBehaviorGroup.damageSpread.minimumRadius |
'defaultBehaviorGroup.damageSpread.minimumRadius' : The minimum radius of damage spread when damage is applied. | |
F32 | defaultBehaviorGroup.damageSpread.radiusMultiplier |
'defaultBehaviorGroup.damageSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied. | |
F32 | defaultBehaviorGroup.damageSpread.falloffExponent |
'defaultBehaviorGroup.damageSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius. | |
F32 | defaultBehaviorGroup.damageColorSpread.minimumRadius |
'defaultBehaviorGroup.damageColorSpread.minimumRadius' : The minimum radius of damage spread when damage is applied. | |
F32 | defaultBehaviorGroup.damageColorSpread.radiusMultiplier |
'defaultBehaviorGroup.damageColorSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied. | |
F32 | defaultBehaviorGroup.damageColorSpread.falloffExponent |
'defaultBehaviorGroup.damageColorSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius. | |
Vec4 | defaultBehaviorGroup.damageColorChange |
'defaultBehaviorGroup.damageColorChange' : Describes how damage changes the color of vertices in the render mesh. | |
F32 | defaultBehaviorGroup.materialStrength |
'defaultBehaviorGroup.materialStrength' : When a chunk takes impact, this is the maximum impulse the contact can generate. | |
F32 | defaultBehaviorGroup.density |
'defaultBehaviorGroup.density' : Chunk density | |
F32 | defaultBehaviorGroup.fadeOut |
'defaultBehaviorGroup.fadeOut' : Chunk fade out | |
F32 | defaultBehaviorGroup.maxDepenetrationVelocity |
'defaultBehaviorGroup.maxDepenetrationVelocity' : Chunk maximum depenetration velocity | |
Bool | defaultBehaviorGroup.groupsMask.useGroupsMask |
'defaultBehaviorGroup.groupsMask.useGroupsMask' : Whether or not the groupsMask should be used | |
U32 | defaultBehaviorGroup.groupsMask.bits0 |
'defaultBehaviorGroup.groupsMask.bits0' : bits0 of the groups mask | |
U32 | defaultBehaviorGroup.groupsMask.bits1 |
'defaultBehaviorGroup.groupsMask.bits1' : bits1 of the groups mask | |
U32 | defaultBehaviorGroup.groupsMask.bits2 |
'defaultBehaviorGroup.groupsMask.bits2' : bits2 of the groups mask | |
U32 | defaultBehaviorGroup.groupsMask.bits3 |
'defaultBehaviorGroup.groupsMask.bits3' : bits3 of the groups mask | |
U64 | defaultBehaviorGroup.userData |
'defaultBehaviorGroup.userData' : User data field. | |
String | behaviorGroups[].name |
'behaviorGroups[].name' : Name of behavior group | |
F32 | behaviorGroups[].damageThreshold |
'behaviorGroups[].damageThreshold' : The damage amount which will cause a chunk to fracture (break free) from the destructible. | |
F32 | behaviorGroups[].damageToRadius |
'behaviorGroups[].damageToRadius' : Controls the distance into the destructible to propagate damage. | |
F32 | behaviorGroups[].damageSpread.minimumRadius |
'behaviorGroups[].damageSpread.minimumRadius' : The minimum radius of damage spread when damage is applied. | |
F32 | behaviorGroups[].damageSpread.radiusMultiplier |
'behaviorGroups[].damageSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied. | |
F32 | behaviorGroups[].damageSpread.falloffExponent |
'behaviorGroups[].damageSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius. | |
F32 | behaviorGroups[].damageColorSpread.minimumRadius |
'behaviorGroups[].damageColorSpread.minimumRadius' : The minimum radius of damage spread when damage is applied. | |
F32 | behaviorGroups[].damageColorSpread.radiusMultiplier |
'behaviorGroups[].damageColorSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied. | |
F32 | behaviorGroups[].damageColorSpread.falloffExponent |
'behaviorGroups[].damageColorSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius. | |
Vec4 | behaviorGroups[].damageColorChange |
'behaviorGroups[].damageColorChange' : Describes how damage changes the color of vertices in the render mesh. | |
F32 | behaviorGroups[].materialStrength |
'behaviorGroups[].materialStrength' : When a chunk takes impact, this is the maximum impulse the contact can generate. | |
F32 | behaviorGroups[].density |
'behaviorGroups[].density' : Chunk density | |
F32 | behaviorGroups[].fadeOut |
'behaviorGroups[].fadeOut' : Chunk fade out | |
F32 | behaviorGroups[].maxDepenetrationVelocity |
'behaviorGroups[].maxDepenetrationVelocity' : Chunk maximum depenetration velocity | |
Bool | behaviorGroups[].groupsMask.useGroupsMask |
'behaviorGroups[].groupsMask.useGroupsMask' : Whether or not the groupsMask should be used | |
U32 | behaviorGroups[].groupsMask.bits0 |
'behaviorGroups[].groupsMask.bits0' : bits0 of the groups mask | |
U32 | behaviorGroups[].groupsMask.bits1 |
'behaviorGroups[].groupsMask.bits1' : bits1 of the groups mask | |
U32 | behaviorGroups[].groupsMask.bits2 |
'behaviorGroups[].groupsMask.bits2' : bits2 of the groups mask | |
U32 | behaviorGroups[].groupsMask.bits3 |
'behaviorGroups[].groupsMask.bits3' : bits3 of the groups mask | |
U64 | behaviorGroups[].userData |
'behaviorGroups[].userData' : User data field. | |
Bool | deleteChunksLeavingUserDefinedBB |
'deleteChunksLeavingUserDefinedBB' : Whether or not the destructible chunks are going to be deleted upon leaving any user-defined bounding box. | |
Bool | deleteChunksEnteringUserDefinedBB |
'deleteChunksEnteringUserDefinedBB' : Whether or not the destructible chunks are going to be deleted upon entering any user-defined bounding box. |
Detailed Description
Describes the NxParameterized::Interface for 'DestructibleActorParam' :
DestructibleActorParam contains 258 fully qualified names --------------------------------------------- 1 : String crumbleEmitterName 2 : F32 crumbleParticleSpacing 3 : String dustEmitterName 4 : F32 dustParticleSpacing 5 : Mat34 globalPose 6 : Vec3 scale 7 : Bool dynamic 8 : U32 supportDepth 9 : Bool formExtendedStructures 10 : Bool performDetailedOverlapTestForExtendedStructures 11 : Bool keepPreviousFrameBoneBuffer 12 : Bool doNotCreateRenderable 13 : Bool useAssetDefinedSupport 14 : Bool useWorldSupport 15 : Bool renderStaticChunksSeparately 16 : Bool keepVisibleBonesPacked 17 : Bool createChunkEvents 18 : ArraySizeName overrideSkinnedMaterialNames 19 : String overrideSkinnedMaterialNames[] 20 : ArraySizeName overrideStaticMaterialNames 21 : String overrideStaticMaterialNames[] 22 : F32 sleepVelocityFrameDecayConstant 23 : Bool useHardSleeping 24 : F32 destructibleParameters.damageCap 25 : F32 destructibleParameters.forceToDamage 26 : F32 destructibleParameters.impactVelocityThreshold 27 : U32 destructibleParameters.minimumFractureDepth 28 : I32 destructibleParameters.impactDamageDefaultDepth 29 : I32 destructibleParameters.debrisDepth 30 : U32 destructibleParameters.essentialDepth 31 : F32 destructibleParameters.debrisLifetimeMin 32 : F32 destructibleParameters.debrisLifetimeMax 33 : F32 destructibleParameters.debrisMaxSeparationMin 34 : F32 destructibleParameters.debrisMaxSeparationMax 35 : F32 destructibleParameters.debrisDestructionProbability 36 : Bounds3 destructibleParameters.validBounds 37 : F32 destructibleParameters.maxChunkSpeed 38 : Bool destructibleParameters.flags.ACCUMULATE_DAMAGE 39 : Bool destructibleParameters.flags.DEBRIS_TIMEOUT 40 : Bool destructibleParameters.flags.DEBRIS_MAX_SEPARATION 41 : Bool destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS 42 : Bool destructibleParameters.flags.ACCURATE_RAYCASTS 43 : Bool destructibleParameters.flags.USE_VALID_BOUNDS 44 : Bool destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE 45 : F32 destructibleParameters.fractureImpulseScale 46 : U16 destructibleParameters.damageDepthLimit 47 : U16 destructibleParameters.dynamicChunkDominanceGroup 48 : Bool destructibleParameters.dynamicChunksGroupsMask.useGroupsMask 49 : U32 destructibleParameters.dynamicChunksGroupsMask.bits0 50 : U32 destructibleParameters.dynamicChunksGroupsMask.bits1 51 : U32 destructibleParameters.dynamicChunksGroupsMask.bits2 52 : U32 destructibleParameters.dynamicChunksGroupsMask.bits3 53 : RuntimeFractureType destructibleParameters.runtimeFracture.RuntimeFractureType 54 : Bool destructibleParameters.runtimeFracture.sheetFracture 55 : U32 destructibleParameters.runtimeFracture.depthLimit 56 : Bool destructibleParameters.runtimeFracture.destroyIfAtDepthLimit 57 : F32 destructibleParameters.runtimeFracture.minConvexSize 58 : F32 destructibleParameters.runtimeFracture.impulseScale 59 : U32 destructibleParameters.runtimeFracture.glass.numSectors 60 : F32 destructibleParameters.runtimeFracture.glass.sectorRand 61 : F32 destructibleParameters.runtimeFracture.glass.firstSegmentSize 62 : F32 destructibleParameters.runtimeFracture.glass.segmentScale 63 : F32 destructibleParameters.runtimeFracture.glass.segmentRand 64 : Vec3 destructibleParameters.runtimeFracture.voronoi.dimensions 65 : U32 destructibleParameters.runtimeFracture.voronoi.numCells 66 : F32 destructibleParameters.runtimeFracture.voronoi.biasExp 67 : F32 destructibleParameters.runtimeFracture.voronoi.maxDist 68 : Bool destructibleParameters.runtimeFracture.attachment.posX 69 : Bool destructibleParameters.runtimeFracture.attachment.negX 70 : Bool destructibleParameters.runtimeFracture.attachment.posY 71 : Bool destructibleParameters.runtimeFracture.attachment.negY 72 : Bool destructibleParameters.runtimeFracture.attachment.posZ 73 : Bool destructibleParameters.runtimeFracture.attachment.negZ 74 : F32 destructibleParameters.supportStrength 75 : I8 destructibleParameters.legacyChunkBoundsTestSetting 76 : I8 destructibleParameters.legacyDamageRadiusSpreadSetting 77 : ArraySizeName depthParameters 78 : Bool depthParameters[].OVERRIDE_IMPACT_DAMAGE 79 : Bool depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE 80 : Bool depthParameters[].IGNORE_POSE_UPDATES 81 : Bool depthParameters[].IGNORE_RAYCAST_CALLBACKS 82 : Bool depthParameters[].IGNORE_CONTACT_CALLBACKS 83 : Bool depthParameters[].USER_FLAG_0 84 : Bool depthParameters[].USER_FLAG_1 85 : Bool depthParameters[].USER_FLAG_2 86 : Bool depthParameters[].USER_FLAG_3 87 : Bool shapeDescTemplate.flags.NX_TRIGGER_ON_ENTER 88 : Bool shapeDescTemplate.flags.NX_TRIGGER_ON_LEAVE 89 : Bool shapeDescTemplate.flags.NX_TRIGGER_ON_STAY 90 : Bool shapeDescTemplate.flags.NX_SF_VISUALIZATION 91 : Bool shapeDescTemplate.flags.NX_SF_DISABLE_COLLISION 92 : Bool shapeDescTemplate.flags.NX_SF_FEATURE_INDICES 93 : Bool shapeDescTemplate.flags.NX_SF_DISABLE_RAYCASTING 94 : Bool shapeDescTemplate.flags.NX_SF_POINT_CONTACT_FORCE 95 : Bool shapeDescTemplate.flags.NX_SF_FLUID_DRAIN 96 : Bool shapeDescTemplate.flags.NX_SF_FLUID_DISABLE_COLLISION 97 : Bool shapeDescTemplate.flags.NX_SF_FLUID_TWOWAY 98 : Bool shapeDescTemplate.flags.NX_SF_DISABLE_RESPONSE 99 : Bool shapeDescTemplate.flags.NX_SF_DYNAMIC_DYNAMIC_CCD 100 : Bool shapeDescTemplate.flags.NX_SF_DISABLE_SCENE_QUERIES 101 : Bool shapeDescTemplate.flags.NX_SF_CLOTH_DRAIN 102 : Bool shapeDescTemplate.flags.NX_SF_CLOTH_DISABLE_COLLISION 103 : Bool shapeDescTemplate.flags.NX_SF_CLOTH_TWOWAY 104 : Bool shapeDescTemplate.flags.NX_SF_SOFTBODY_DRAIN 105 : Bool shapeDescTemplate.flags.NX_SF_SOFTBODY_DISABLE_COLLISION 106 : Bool shapeDescTemplate.flags.NX_SF_SOFTBODY_TWOWAY 107 : U16 shapeDescTemplate.collisionGroup 108 : Bool shapeDescTemplate.groupsMask.useGroupsMask 109 : U32 shapeDescTemplate.groupsMask.bits0 110 : U32 shapeDescTemplate.groupsMask.bits1 111 : U32 shapeDescTemplate.groupsMask.bits2 112 : U32 shapeDescTemplate.groupsMask.bits3 113 : U16 shapeDescTemplate.materialIndex 114 : F32 shapeDescTemplate.density 115 : F32 shapeDescTemplate.skinWidth 116 : U64 shapeDescTemplate.userData 117 : U64 shapeDescTemplate.name 118 : Bool actorDescTemplate.flags.NX_AF_DISABLE_COLLISION 119 : Bool actorDescTemplate.flags.NX_AF_DISABLE_RESPONSE 120 : Bool actorDescTemplate.flags.NX_AF_LOCK_COM 121 : Bool actorDescTemplate.flags.NX_AF_FLUID_DISABLE_COLLISION 122 : Bool actorDescTemplate.flags.NX_AF_CONTACT_MODIFICATION 123 : Bool actorDescTemplate.flags.NX_AF_FORCE_CONE_FRICTION 124 : Bool actorDescTemplate.flags.NX_AF_USER_ACTOR_PAIR_FILTERING 125 : F32 actorDescTemplate.density 126 : U16 actorDescTemplate.actorCollisionGroup 127 : U16 actorDescTemplate.dominanceGroup 128 : Bool actorDescTemplate.contactReportFlags.NX_IGNORE_PAIR 129 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH 130 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH 131 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH 132 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_IMPACT 133 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_ROLL 134 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_SLIDE 135 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_FORCES 136 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH_FORCE_THRESHOLD 137 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH_FORCE_THRESHOLD 138 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH_FORCE_THRESHOLD 139 : Bool actorDescTemplate.contactReportFlags.NX_NOTIFY_CONTACT_MODIFICATION 140 : U16 actorDescTemplate.forceFieldMaterial 141 : U64 actorDescTemplate.userData 142 : U64 actorDescTemplate.name 143 : U64 actorDescTemplate.compartment 144 : Bool bodyDescTemplate.flags.NX_BF_DISABLE_GRAVITY 145 : Bool bodyDescTemplate.flags.NX_BF_FILTER_SLEEP_VEL 146 : Bool bodyDescTemplate.flags.NX_BF_ENERGY_SLEEP_TEST 147 : Bool bodyDescTemplate.flags.NX_BF_VISUALIZATION 148 : F32 bodyDescTemplate.wakeUpCounter 149 : F32 bodyDescTemplate.linearDamping 150 : F32 bodyDescTemplate.angularDamping 151 : F32 bodyDescTemplate.maxAngularVelocity 152 : F32 bodyDescTemplate.CCDMotionThreshold 153 : F32 bodyDescTemplate.sleepLinearVelocity 154 : F32 bodyDescTemplate.sleepAngularVelocity 155 : U32 bodyDescTemplate.solverIterationCount 156 : F32 bodyDescTemplate.sleepEnergyThreshold 157 : F32 bodyDescTemplate.sleepDamping 158 : F32 bodyDescTemplate.contactReportThreshold 159 : Bool p3ShapeDescTemplate.flags.eSIMULATION_SHAPE 160 : Bool p3ShapeDescTemplate.flags.eSCENE_QUERY_SHAPE 161 : Bool p3ShapeDescTemplate.flags.eTRIGGER_SHAPE 162 : Bool p3ShapeDescTemplate.flags.eVISUALIZATION 163 : Bool p3ShapeDescTemplate.flags.ePARTICLE_DRAIN 164 : Bool p3ShapeDescTemplate.flags.eDEFORMABLE_DRAIN 165 : U32 p3ShapeDescTemplate.simulationFilterData.word0 166 : U32 p3ShapeDescTemplate.simulationFilterData.word1 167 : U32 p3ShapeDescTemplate.simulationFilterData.word2 168 : U32 p3ShapeDescTemplate.simulationFilterData.word3 169 : U32 p3ShapeDescTemplate.queryFilterData.word0 170 : U32 p3ShapeDescTemplate.queryFilterData.word1 171 : U32 p3ShapeDescTemplate.queryFilterData.word2 172 : U32 p3ShapeDescTemplate.queryFilterData.word3 173 : U64 p3ShapeDescTemplate.material 174 : F32 p3ShapeDescTemplate.contactOffset 175 : F32 p3ShapeDescTemplate.restOffset 176 : U64 p3ShapeDescTemplate.userData 177 : U64 p3ShapeDescTemplate.name 178 : Bool p3ActorDescTemplate.flags.eVISUALIZATION 179 : Bool p3ActorDescTemplate.flags.eDISABLE_GRAVITY 180 : Bool p3ActorDescTemplate.flags.eSEND_SLEEP_NOTIFIES 181 : U8 p3ActorDescTemplate.dominanceGroup 182 : U8 p3ActorDescTemplate.ownerClient 183 : U32 p3ActorDescTemplate.clientBehaviorBits 184 : Bool p3ActorDescTemplate.contactReportFlags.eRESOLVE_CONTACTS 185 : Bool p3ActorDescTemplate.contactReportFlags.eMODIFY_CONTACTS 186 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_FOUND 187 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_PERSISTS 188 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_LOST 189 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_FOUND 190 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_PERSISTS 191 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_LOST 192 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_POINTS 193 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCES 194 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCE_PER_POINT 195 : Bool p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FEATURE_INDICES_PER_POINT 196 : Bool p3ActorDescTemplate.contactReportFlags.eCCD_LINEAR 197 : Bool p3ActorDescTemplate.contactReportFlags.eCONTACT_DEFAULT 198 : Bool p3ActorDescTemplate.contactReportFlags.eTRIGGER_DEFAULT 199 : U64 p3ActorDescTemplate.userData 200 : U64 p3ActorDescTemplate.name 201 : F32 p3BodyDescTemplate.density 202 : Bool p3BodyDescTemplate.flags.eKINEMATIC 203 : Bool p3BodyDescTemplate.flags.eENABLE_CCD 204 : F32 p3BodyDescTemplate.sleepThreshold 205 : F32 p3BodyDescTemplate.wakeUpCounter 206 : F32 p3BodyDescTemplate.linearDamping 207 : F32 p3BodyDescTemplate.angularDamping 208 : F32 p3BodyDescTemplate.maxAngularVelocity 209 : U32 p3BodyDescTemplate.solverIterationCount 210 : U32 p3BodyDescTemplate.velocityIterationCount 211 : F32 p3BodyDescTemplate.contactReportThreshold 212 : F32 p3BodyDescTemplate.sleepLinearVelocity 213 : Bool structureSettings.useStressSolver 214 : F32 structureSettings.stressSolverTimeDelay 215 : F32 structureSettings.stressSolverMassThreshold 216 : String defaultBehaviorGroup.name 217 : F32 defaultBehaviorGroup.damageThreshold 218 : F32 defaultBehaviorGroup.damageToRadius 219 : F32 defaultBehaviorGroup.damageSpread.minimumRadius 220 : F32 defaultBehaviorGroup.damageSpread.radiusMultiplier 221 : F32 defaultBehaviorGroup.damageSpread.falloffExponent 222 : F32 defaultBehaviorGroup.damageColorSpread.minimumRadius 223 : F32 defaultBehaviorGroup.damageColorSpread.radiusMultiplier 224 : F32 defaultBehaviorGroup.damageColorSpread.falloffExponent 225 : Vec4 defaultBehaviorGroup.damageColorChange 226 : F32 defaultBehaviorGroup.materialStrength 227 : F32 defaultBehaviorGroup.density 228 : F32 defaultBehaviorGroup.fadeOut 229 : F32 defaultBehaviorGroup.maxDepenetrationVelocity 230 : Bool defaultBehaviorGroup.groupsMask.useGroupsMask 231 : U32 defaultBehaviorGroup.groupsMask.bits0 232 : U32 defaultBehaviorGroup.groupsMask.bits1 233 : U32 defaultBehaviorGroup.groupsMask.bits2 234 : U32 defaultBehaviorGroup.groupsMask.bits3 235 : U64 defaultBehaviorGroup.userData 236 : ArraySizeName behaviorGroups 237 : String behaviorGroups[].name 238 : F32 behaviorGroups[].damageThreshold 239 : F32 behaviorGroups[].damageToRadius 240 : F32 behaviorGroups[].damageSpread.minimumRadius 241 : F32 behaviorGroups[].damageSpread.radiusMultiplier 242 : F32 behaviorGroups[].damageSpread.falloffExponent 243 : F32 behaviorGroups[].damageColorSpread.minimumRadius 244 : F32 behaviorGroups[].damageColorSpread.radiusMultiplier 245 : F32 behaviorGroups[].damageColorSpread.falloffExponent 246 : Vec4 behaviorGroups[].damageColorChange 247 : F32 behaviorGroups[].materialStrength 248 : F32 behaviorGroups[].density 249 : F32 behaviorGroups[].fadeOut 250 : F32 behaviorGroups[].maxDepenetrationVelocity 251 : Bool behaviorGroups[].groupsMask.useGroupsMask 252 : U32 behaviorGroups[].groupsMask.bits0 253 : U32 behaviorGroups[].groupsMask.bits1 254 : U32 behaviorGroups[].groupsMask.bits2 255 : U32 behaviorGroups[].groupsMask.bits3 256 : U64 behaviorGroups[].userData 257 : Bool deleteChunksLeavingUserDefinedBB 258 : Bool deleteChunksEnteringUserDefinedBB
Member Data Documentation
'actorDescTemplate.actorCollisionGroup' : Sets which NxActorGroup an actor is part of
Sets which NxActorGroup an actor is part of. This will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.compartment' : Optional compartment pointer
Optional compartment pointer; must be set by the application. This will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.contactReportFlags.NX_IGNORE_PAIR' : Disable contact generation for this pair
Disable contact generation for this pair. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_CONTACT_MODIFICATION' : Generate a callback for all associated contact constraints, making it possible to edit the constraint. This flag is not included in NX_NOTIFY_ALL for performance reasons. see NxUserContactModify.
Generate a callback for all associated contact constraints, making it possible to edit the constraint. This flag is not included in NX_NOTIFY_ALL for performance reasons. see NxUserContactModify. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_FORCES' : The (summed total) friction force and normal force will be given in the NxContactPair variable in the contact report.
The (summed total) friction force and normal force will be given in the NxContactPair variable in the contact report. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH' : Pair callback will be called when the pair stops to be in contact
Pair callback will be called when the pair stops to be in contact. See the PhysX documentation for more about contact reporting.
Bool DestructibleActorParam::actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH_FORCE_THRESHOLD |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH_FORCE_THRESHOLD' : Pair callback will be called when the contact force between two actors falls below the actor-defined force thresholds
Pair callback will be called when the contact force between two actors falls below the actor-defined force thresholds. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_IMPACT' : [Not yet implemented] pair callback will be called when it may be appropriate for the pair to play an impact sound
[Not yet implemented] pair callback will be called when it may be appropriate for the pair to play an impact sound. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_ROLL' : [Not yet implemented] pair callback will be called when the pair is in contact and rolling.
[Not yet implemented] pair callback will be called when the pair is in contact and rolling. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_SLIDE' : [Not yet implemented] pair callback will be called when the pair is in contact and sliding (and not rolling).
[Not yet implemented] pair callback will be called when the pair is in contact and sliding (and not rolling). See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH' : Pair callback will be called when the pair starts to be in contact
Pair callback will be called when the pair starts to be in contact. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH_FORCE_THRESHOLD' : Pair callback will be called when the contact force between two actors falls below the actor-defined force thresholds
Pair callback will be called when the contact force between two actors falls below the actor-defined force thresholds. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH' : Pair callback will keep getting called while the pair is in contact
Pair callback will keep getting called while the pair is in contact. See the PhysX documentation for more about contact reporting.
Bool DestructibleActorParam::actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH_FORCE_THRESHOLD |
'actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH_FORCE_THRESHOLD' : Pair callback will keep getting called while the contact force between two actors exceeds one of the actor-defined force thresholds
Pair callback will keep getting called while the contact force between two actors exceeds one of the actor-defined force thresholds. See the PhysX documentation for more about contact reporting.
'actorDescTemplate.density' : Density to be applied to the whole actor.
Density to be applied to the whole actor. If the body descriptor contains a zero mass but the actor descriptor contains a non-zero density, we compute a new mass automatically from the density and a shapes. This will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.dominanceGroup' : Dominance group for an actor.
Dominance group for an actor. This will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.flags.NX_AF_CONTACT_MODIFICATION' : Turn on contact modification callback for the actor.
Turn on contact modification callback for the actor. This flag will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.flags.NX_AF_DISABLE_COLLISION' : Enable/disable collision detection
Enable/disable collision detection. This flag will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.flags.NX_AF_DISABLE_RESPONSE' : Enable/disable collision response (reports contacts but dont use them)
Enable/disable collision response (reports contacts but dont use them). This flag will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.flags.NX_AF_FLUID_DISABLE_COLLISION' : Disables COM update when computing inertial properties at creation time.
Disables COM update when computing inertial properties at creation time. This flag will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.flags.NX_AF_FORCE_CONE_FRICTION' : Force cone friction to be used for this actor.
Force cone friction to be used for this actor. This flag will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.flags.NX_AF_LOCK_COM' : Disables COM update when computing inertial properties at creation time.
Disables COM update when computing inertial properties at creation time. This flag will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.flags.NX_AF_USER_ACTOR_PAIR_FILTERING' : Enable/disable custom contact filtering.
Enable/disable custom contact filtering. This flag will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.forceFieldMaterial' : Force Field Material Index
Force Field Material Index, index != 0 has to be created. This will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.name' : Optional name string for a shape; must be set by the application and must be a persistent pointer.
Optional name string for a shape; must be set by the application and must be a persistent pointer. This will be applied to all NxActors generated for this destructible's chunks.
'actorDescTemplate.userData' : Optional user data pointer
Optional user data pointer. This will be applied to all NxActors generated for this destructible's chunks.
'behaviorGroups[].damageColorChange' : Describes how damage changes the color of vertices in the render mesh.
Describes how damage changes the color of vertices in the render mesh. If this vector is non-zero, then a dynamic (per-actor) color channel will be created and initialized to the asset's color channel, if it exists. Damage taken will go through the spread and envelope function described by damageColorSpread, and each color will be modified by the resulting damage, scaled by the values in damageColorChange. The change to color channel C is given by color[C] = clamp(color[C] + damageColorChange[C]*255*min(1.0, damage/damageThreshold), 0, 255).
'behaviorGroups[].damageColorSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius.
How damage varies between the minimum radius and the calculated damage radius. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier. Within the minimumRadius, the full damage is applied to chunks. Past the minimumRadius, the formla for damage is: damage = (input damage) * ((radius - distance)/(radius - minimumRadius))^falloffExponent. Note: falloffExponent = 0.0 gives no falloff, so that damage = (input damage) over the entire range [0, radius). falloffExponent = 1.0 gives linear falloff.
'behaviorGroups[].damageColorSpread.minimumRadius' : The minimum radius of damage spread when damage is applied.
The minimum radius of damage spread when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'behaviorGroups[].damageColorSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied.
A scale to apply to the input damage radius when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'behaviorGroups[].damageSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius.
How damage varies between the minimum radius and the calculated damage radius. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier. Within the minimumRadius, the full damage is applied to chunks. Past the minimumRadius, the formla for damage is: damage = (input damage) * ((radius - distance)/(radius - minimumRadius))^falloffExponent. Note: falloffExponent = 0.0 gives no falloff, so that damage = (input damage) over the entire range [0, radius). falloffExponent = 1.0 gives linear falloff.
'behaviorGroups[].damageSpread.minimumRadius' : The minimum radius of damage spread when damage is applied.
The minimum radius of damage spread when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'behaviorGroups[].damageSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied.
A scale to apply to the input damage radius when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'behaviorGroups[].damageThreshold' : The damage amount which will cause a chunk to fracture (break free) from the destructible.
The damage amount which will cause a chunk to fracture (break free) from the destructible. This is obtained from the damage value passed into the NxDestructibleActor::applyDamage, or NxDestructibleActor::applyRadiusDamage, or via impact (see 'forceToDamage', below).
'behaviorGroups[].damageToRadius' : Controls the distance into the destructible to propagate damage.
Controls the distance into the destructible to propagate damage. The damage applied to the chunk is multiplied by damageToRadius, to get the propagation distance. All chunks within the radius will have damage applied to them. The damage applied to each chunk varies with distance to the damage application position. Full damage is taken at zero distance, and zero damage at the damage radius. NOTE: This parameter is deprecated for point and radius damage. It will be used for those types of damage if legacy damage behavior is enabled with NxModuleDestructible::setUseLegacyDamageRadiusSpread. Otherwise, the new parameters damageSpread.minimumRadius, damageSpread.radiusMultiplier, and damageSpread.falloffExponent are used. For impact damage, this parameter will continue to be used, however the radius will no longer scale with object size. The radius will continue to scale with the damage as a fraction of damageThreshold, however. If legacy damage behavior is used, this parameter will behave as before with respect to impact damage as well (scaling with object size).
'behaviorGroups[].density' : Chunk density
Chunk density. (TODO: better description)
'behaviorGroups[].fadeOut' : Chunk fade out
Chunk fade out. (TODO: better description)
'behaviorGroups[].groupsMask.bits0' : bits0 of the groups mask
If useGroupsMask is true, this is bits0 of the groups mask. See the PhysX documentation for more on groups masks.
'behaviorGroups[].groupsMask.bits1' : bits1 of the groups mask
If useGroupsMask is true, this is bits1 of the groups mask. See the PhysX documentation for more on groups masks.
'behaviorGroups[].groupsMask.bits2' : bits2 of the groups mask
If useGroupsMask is true, this is bits2 of the groups mask. See the PhysX documentation for more on groups masks.
'behaviorGroups[].groupsMask.bits3' : bits3 of the groups mask
If useGroupsMask is true, this is bits3 of the groups mask. See the PhysX documentation for more on groups masks.
'behaviorGroups[].groupsMask.useGroupsMask' : Whether or not the groupsMask should be used
Whether or not the groupsMask should be used. If so, then this will be applied to all NxShapes created to represent this destructible's chunks.
'behaviorGroups[].materialStrength' : When a chunk takes impact, this is the maximum impulse the contact can generate.
When a chunk takes impact damage due to physical contact (see see NxDestructibleDepthParameters), this parameter is the maximum impulse the contact can generate. Weak materials such as glass may have this set to a low value, so that heavier objects will pass through them during fracture. N.B.: Setting this parameter to 0 disables the impulse cap; that is, zero is interpreted as infinite. Default value = 0.0f.
'behaviorGroups[].maxDepenetrationVelocity' : Chunk maximum depenetration velocity
In case some chunk is created inside static geometry it will be pushed out of it without limiting it's velocity. Sometimes it's not desirable, so this parameter can limit depenetration velocity. Keep in mind, that for low values you can see chunks 'floating' off the static meshes, which is also not always desirable.
'behaviorGroups[].name' : Name of behavior group
Name of behavior group, eg Concrete or Glass.
'behaviorGroups[].userData' : User data field.
User data field. This 64-bit field can be set and retrieved by the user at runtime.
'bodyDescTemplate.angularDamping' : Angular damping applied to the body
Angular damping applied to the body. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.CCDMotionThreshold' : Distance threshold for CCD
When CCD is globally enabled, it is still not performed if the motion distance of all points on the body is below this threshold. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.contactReportThreshold' : The force threshold for contact reports
The force threshold for contact reports. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.flags.NX_BF_DISABLE_GRAVITY' : Set if gravity should not be applied on this body
Set if gravity should not be applied on this body. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.flags.NX_BF_ENERGY_SLEEP_TEST' : Enables energy-based sleeping algorithm
Enables energy-based sleeping algorithm. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.flags.NX_BF_FILTER_SLEEP_VEL' : Filter velocities used keep body awake. The filter reduces rapid oscillations and transient spikes
Filter velocities used keep body awake. The filter reduces rapid oscillations and transient spikes. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.flags.NX_BF_VISUALIZATION' : Enables debug visualization for this body
Enables debug visualization for this body. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.linearDamping' : Linear damping applied to the body
Linear damping applied to the body. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.maxAngularVelocity' : Maximum allowed angular velocity
Maximum allowed angular velocity. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.sleepAngularVelocity' : Maximum angular velocity at which body can go to sleep
Maximum angular velocity at which body can go to sleep. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.sleepDamping' : Damping factor for bodies that are about to sleep
Damping factor for bodies that are about to sleep. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.sleepEnergyThreshold' : Threshold for the energy-based sleeping algorithm. Only used when the NX_BF_ENERGY_SLEEP_TEST flag is set
Threshold for the energy-based sleeping algorithm. Only used when the NX_BF_ENERGY_SLEEP_TEST flag is set. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.sleepLinearVelocity' : Maximum linear velocity at which body can go to sleep
Maximum linear velocity at which body can go to sleep. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.solverIterationCount' : Number of solver iterations performed when processing joint/contacts connected to this body
Number of solver iterations performed when processing joint/contacts connected to this body. This will be applied to all NxActors generated for this destructible's chunks.
'bodyDescTemplate.wakeUpCounter' : The bodys initial wake up counter
The bodys initial wake up counter. This will be applied to all NxActors generated for this destructible's chunks.
'createChunkEvents' : Whether or not to create an event buffer for chunks
Whether or not to create an event buffer for chunk. If true, the user has access to a chunk event buffer, which currently holds visibility state change events. The user must empty this buffer themselves after reading, otherwise it will continue to grow as new events are added. Default value = false.
'crumbleEmitterName' : The name of the NxMeshParticleSystem to use for crumbling
The name of the NxMeshParticleSystem to use for crumbling. This overrides the crumble system defined in the NxDestructibleAsset if specified.
'crumbleParticleSpacing' : How far apart to space the particles when crumbling
How far apart to space the particles when crumling. If set to zero or a negative value, then the spacing is taken to be the crumble emitter's particle radius, if the crumble emitter exists. This spacing will be used when placing particle positions in the crumble emitter and the crumble buffer callback. Note - if there is no crumble emitter but there is a crumble buffer callback, then this value must be positive in order to have a proper spacing for the callback. Otherwise, the callback will not be called. The default value is 0.
'defaultBehaviorGroup.damageColorChange' : Describes how damage changes the color of vertices in the render mesh.
Describes how damage changes the color of vertices in the render mesh. If this vector is non-zero, then a dynamic (per-actor) color channel will be created and initialized to the asset's color channel, if it exists. Damage taken will go through the spread and envelope function described by damageColorSpread, and each color will be modified by the resulting damage, scaled by the values in damageColorChange. The change to color channel C is given by color[C] = clamp(color[C] + damageColorChange[C]*255*min(1.0, damage/damageThreshold), 0, 255).
'defaultBehaviorGroup.damageColorSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius.
How damage varies between the minimum radius and the calculated damage radius. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier. Within the minimumRadius, the full damage is applied to chunks. Past the minimumRadius, the formla for damage is: damage = (input damage) * ((radius - distance)/(radius - minimumRadius))^falloffExponent. Note: falloffExponent = 0.0 gives no falloff, so that damage = (input damage) over the entire range [0, radius). falloffExponent = 1.0 gives linear falloff.
'defaultBehaviorGroup.damageColorSpread.minimumRadius' : The minimum radius of damage spread when damage is applied.
The minimum radius of damage spread when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'defaultBehaviorGroup.damageColorSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied.
A scale to apply to the input damage radius when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'defaultBehaviorGroup.damageSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius.
How damage varies between the minimum radius and the calculated damage radius. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier. Within the minimumRadius, the full damage is applied to chunks. Past the minimumRadius, the formla for damage is: damage = (input damage) * ((radius - distance)/(radius - minimumRadius))^falloffExponent. Note: falloffExponent = 0.0 gives no falloff, so that damage = (input damage) over the entire range [0, radius). falloffExponent = 1.0 gives linear falloff.
'defaultBehaviorGroup.damageSpread.minimumRadius' : The minimum radius of damage spread when damage is applied.
The minimum radius of damage spread when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'defaultBehaviorGroup.damageSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied.
A scale to apply to the input damage radius when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'defaultBehaviorGroup.damageThreshold' : The damage amount which will cause a chunk to fracture (break free) from the destructible.
The damage amount which will cause a chunk to fracture (break free) from the destructible. This is obtained from the damage value passed into the NxDestructibleActor::applyDamage, or NxDestructibleActor::applyRadiusDamage, or via impact (see 'forceToDamage', below).
'defaultBehaviorGroup.damageToRadius' : Controls the distance into the destructible to propagate damage.
Controls the distance into the destructible to propagate damage. The damage applied to the chunk is multiplied by damageToRadius, to get the propagation distance. All chunks within the radius will have damage applied to them. The damage applied to each chunk varies with distance to the damage application position. Full damage is taken at zero distance, and zero damage at the damage radius. NOTE: This parameter is deprecated for point and radius damage. It will be used for those types of damage if legacy damage behavior is enabled with NxModuleDestructible::setUseLegacyDamageRadiusSpread. Otherwise, the new parameters damageSpread.minimumRadius, damageSpread.radiusMultiplier, and damageSpread.falloffExponent are used. For impact damage, this parameter will continue to be used, however the radius will no longer scale with object size. The radius will continue to scale with the damage as a fraction of damageThreshold, however. If legacy damage behavior is used, this parameter will behave as before with respect to impact damage as well (scaling with object size).
'defaultBehaviorGroup.density' : Chunk density
Chunk density. (TODO: better description)
'defaultBehaviorGroup.fadeOut' : Chunk fade out
Chunk fade out. (TODO: better description)
'defaultBehaviorGroup.groupsMask.bits0' : bits0 of the groups mask
If useGroupsMask is true, this is bits0 of the groups mask. See the PhysX documentation for more on groups masks.
'defaultBehaviorGroup.groupsMask.bits1' : bits1 of the groups mask
If useGroupsMask is true, this is bits1 of the groups mask. See the PhysX documentation for more on groups masks.
'defaultBehaviorGroup.groupsMask.bits2' : bits2 of the groups mask
If useGroupsMask is true, this is bits2 of the groups mask. See the PhysX documentation for more on groups masks.
'defaultBehaviorGroup.groupsMask.bits3' : bits3 of the groups mask
If useGroupsMask is true, this is bits3 of the groups mask. See the PhysX documentation for more on groups masks.
'defaultBehaviorGroup.groupsMask.useGroupsMask' : Whether or not the groupsMask should be used
Whether or not the groupsMask should be used. If so, then this will be applied to all NxShapes created to represent this destructible's chunks.
'defaultBehaviorGroup.materialStrength' : When a chunk takes impact, this is the maximum impulse the contact can generate.
When a chunk takes impact damage due to physical contact (see see NxDestructibleDepthParameters), this parameter is the maximum impulse the contact can generate. Weak materials such as glass may have this set to a low value, so that heavier objects will pass through them during fracture. N.B.: Setting this parameter to 0 disables the impulse cap; that is, zero is interpreted as infinite. Default value = 0.0f.
'defaultBehaviorGroup.maxDepenetrationVelocity' : Chunk maximum depenetration velocity
In case some chunk is created inside static geometry it will be pushed out of it without limiting it's velocity. Sometimes it's not desirable, so this parameter can limit depenetration velocity. Keep in mind, that for low values you can see chunks 'floating' off the static meshes, which is also not always desirable.
'defaultBehaviorGroup.name' : Name of behavior group
Name of behavior group, eg Concrete or Glass.
'defaultBehaviorGroup.userData' : User data field.
User data field. This 64-bit field can be set and retrieved by the user at runtime.
'deleteChunksEnteringUserDefinedBB' : Whether or not the destructible chunks are going to be deleted upon entering any user-defined bounding box.
The user can specify arbitrary number of bounding boxes in the scene using NxApexScene::addBoundingBox interface along with the flag, which marks a bounding box as either UserBoundingBoxFlags::ENTER or UserBoundingBoxFlags::LEAVE. If user also specifies 'deleteChunksEnteringUserDefinedBB' flag to true, then chunks that are entering a bounding box marked as UserBoundingBoxFlags::ENTER are going to be deleted. User can specify more complex deletion volumes by combining 2 types of bounding boxes.
'deleteChunksLeavingUserDefinedBB' : Whether or not the destructible chunks are going to be deleted upon leaving any user-defined bounding box.
The user can specify arbitrary number of bounding boxes in the scene using NxApexScene::addBoundingBox interface along with the flag, which marks a bounding box as either UserBoundingBoxFlags::ENTER or UserBoundingBoxFlags::LEAVE. If user also specifies 'deleteChunksLeavingUserDefinedBB' flag to true, then chunks that are leaving a bounding box marked as UserBoundingBoxFlags::LEAVE are going to be deleted. User can specify more complex deletion volumes by combining 2 types of bounding boxes.
'depthParameters[].IGNORE_CONTACT_CALLBACKS' : Chunks at this depth should be ignored in contact callbacks.
Chunks at this depth should be ignored in contact callbacks.
'depthParameters[].IGNORE_POSE_UPDATES' : Chunks at this depth should have pose updates ignored.
Chunks at this depth should have pose updates ignored.
'depthParameters[].IGNORE_RAYCAST_CALLBACKS' : Chunks at this depth should be ignored in raycast callbacks.
Chunks at this depth should be ignored in raycast callbacks.
'depthParameters[].OVERRIDE_IMPACT_DAMAGE' : If true, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE, no matter the setting of impactDamageDefaultDepth.
Chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE, no matter the setting of impactDamageDefaultDepth.
'depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE' : If OVERRIDE_IMPACT_DAMAGE = TRUE, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE.
If OVERRIDE_IMPACT_DAMAGE = TRUE, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE.
'depthParameters[].USER_FLAG_0' : User defined flag.
User defined flag.
'depthParameters[].USER_FLAG_1' : User defined flag.
User defined flag.
'depthParameters[].USER_FLAG_2' : User defined flag.
User defined flag.
'depthParameters[].USER_FLAG_3' : User defined flag.
User defined flag.
'destructibleParameters.damageCap' : Limits the amount of damage applied to a chunk.
Limits the amount of damage applied to a chunk. This is useful for preventing the entire destructible from getting pulverized by a very large application of damage. This can easily happen when impact damage is used, and the damage amount is proportional to the impact force (see forceToDamage).
'destructibleParameters.damageDepthLimit' : How deep in the hierarchy damage will be propagated, relative to the chunk hit.
How deep in the hierarchy damage will be propagated, relative to the chunk hit.
'destructibleParameters.debrisDepth' : The chunk hierarchy depth at which chunks are considered to be 'debris.'
The chunk hierarchy depth at which chunks are considered to be 'debris.' Chunks at this depth or below will be considered for various debris settings, such as debrisLifetime. Negative values indicate that no chunk depth is considered debris. Default value is -1.
'destructibleParameters.debrisDestructionProbability' : The probablity that a debris chunk, when fractured, will simply be destroyed
The probablity that a debris chunk, when fractured, will simply be destroyed instead of becoming dynamic or breaking down further into child chunks. Valid range = [0.0,1.0]. Default value = 0.0.
'destructibleParameters.debrisLifetimeMax' : Maximum time to destroy debris
'Debris chunks' (see debrisDepth, above) will be destroyed after a time (in seconds) separated from non-debris chunks. The actual lifetime is interpolated between debrisLifetimeMin (see above) and debrisLifetimeMax, based upon the module's LOD setting. To disable lifetime, clear the NxDestructibleDepthParametersFlag::DEBRIS_TIMEOUT flag in the flags field. If debrisLifetimeMax < debrisLifetimeMin, the mean of the two is used for both. Default debrisLifetimeMin = 1.0, debrisLifetimeMax = 10.0f.
'destructibleParameters.debrisLifetimeMin' : Minimum time to destroy debris
'Debris chunks' (see debrisDepth, above) will be destroyed after a time (in seconds) separated from non-debris chunks. The actual lifetime is interpolated between debrisLifetimeMin and debrisLifetimeMax (see below), based upon the module's LOD setting. To disable lifetime, clear the NxDestructibleDepthParametersFlag::DEBRIS_TIMEOUT flag in the flags field. If debrisLifetimeMax < debrisLifetimeMin, the mean of the two is used for both. Default debrisLifetimeMin = 1.0, debrisLifetimeMax = 10.0f.
'destructibleParameters.debrisMaxSeparationMax' : Minimum separation distance
'Debris chunks' (see debrisDepth, above) will be destroyed if they are separated from their origin by a distance greater than maxSeparation. The actual maxSeparation is interpolated between debrisMaxSeparationMin (see above) and debrisMaxSeparationMax, based upon the module's LOD setting. To disable maxSeparation, clear the NX_DESTRUCTIBLE_DEBRIS_MAX_SEPARATION flag in the flags field. If debrisMaxSeparationMax < debrisMaxSeparationMin, the mean of the two is used for both. Default debrisMaxSeparationMin = 1.0, debrisMaxSeparationMax = 10.0f.
'destructibleParameters.debrisMaxSeparationMin' : Minimum separation distance
'Debris chunks' (see debrisDepth, above) will be destroyed if they are separated from their origin by a distance greater than maxSeparation. The actual maxSeparation is interpolated between debrisMaxSeparationMin and debrisMaxSeparationMax (see below), based upon the module's LOD setting. To disable maxSeparation, clear the NX_DESTRUCTIBLE_DEBRIS_MAX_SEPARATION flag in the flags field. If debrisMaxSeparationMax < debrisMaxSeparationMin, the mean of the two is used for both. Default debrisMaxSeparationMin = 1.0, debrisMaxSeparationMax = 10.0f.
'destructibleParameters.dynamicChunkDominanceGroup' : Optional dominance group for dynamic chunks created when fractured.
Optional dominance group for dynamic chunks created when fractured. (ignored if > 31)
'destructibleParameters.dynamicChunksGroupsMask.bits0' : bits0 of the groups mask
If useGroupsMask is true, this is bits0 of the groups mask. See the PhysX documentation for more on groups masks.
'destructibleParameters.dynamicChunksGroupsMask.bits1' : bits1 of the groups mask
If useGroupsMask is true, this is bits1 of the groups mask. See the PhysX documentation for more on groups masks.
'destructibleParameters.dynamicChunksGroupsMask.bits2' : bits2 of the groups mask
If useGroupsMask is true, this is bits2 of the groups mask. See the PhysX documentation for more on groups masks.
'destructibleParameters.dynamicChunksGroupsMask.bits3' : bits3 of the groups mask
If useGroupsMask is true, this is bits3 of the groups mask. See the PhysX documentation for more on groups masks.
'destructibleParameters.dynamicChunksGroupsMask.useGroupsMask' : Whether or not the groupsMask should be used
Whether or not the groupsMask should be used. If so, then this will be applied to all NxShapes created to represent this destructible's chunks.
'destructibleParameters.essentialDepth' : The chunk hierarchy depth up to which chunks will always be processed
The chunk hierarchy depth up to which chunks will always be processed. These chunks are considered to be essential either for gameplay or visually. The minimum value is 0, meaning the level 0 chunk is always considered essential. Default value is 0.
'destructibleParameters.flags.ACCUMULATE_DAMAGE' : Determines if chunks accumulate damage
If set, chunks will 'remember' damage applied to them, so that many applications of a damage amount below damageThreshold will eventually fracture the chunk. If not set, a single application of damage must exceed damageThreshold in order to fracture the chunk.
'destructibleParameters.flags.ACCURATE_RAYCASTS' : If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit
If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit for collisions with child chunks. This is used to get a better raycast position and normal, in case the parent collision volume does not tightly fit the graphics mesh. The returned chunk index will always be that of the visible parent that is intersected, however.
'destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS' : If set, the smallest chunks may be further broken down
If set, the smallest chunks may be further broken down, either by fluid crumbles (if a crumble particle system is specified in the NxDestructibleActorDesc), or by simply removing the chunk if no crumble particle system is specified. Note: the 'smallest chunks' are normally defined to be the deepest level of the fracture hierarchy. However, they may be taken from higher levels of the hierarchy if NxModuleDestructible::setMaxChunkDepthOffset is called with a non-zero value.
'destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE' : If set, crumbled chunks will use the runtime fracture pipeline.
If set, crumbled chunks will use the runtime fracture pipeline. The chunk will be procedurally broken destroyed using either the default or a specified fracture pattern.
'destructibleParameters.flags.DEBRIS_MAX_SEPARATION' : Whether or not chunks at or deeper than the 'debris' depth will be removed if separated too far
Whether or not chunks at or deeper than the 'debris' depth (see NxDestructibleParameters::debrisDepth) will be removed if they separate too far from their origins. The maxSeparation is a value between NxDestructibleParameters::debrisMaxSeparationMin and NxDestructibleParameters::debrisMaxSeparationMax, based upon the destructible module's LOD setting.
'destructibleParameters.flags.DEBRIS_TIMEOUT' : Whether or not chunks at or deeper than the 'debris' depth will timeout
Whether or not chunks at or deeper than the 'debris' depth (see NxDestructibleParameters::debrisDepth) will time out. The lifetime is a value between NxDestructibleParameters::debrisLifetimeMin and NxDestructibleParameters::debrisLifetimeMax, based upon the destructible module's LOD setting.
'destructibleParameters.flags.USE_VALID_BOUNDS' : If set, the validBounds field of NxDestructibleParameters will be used.
If set, the validBounds field of NxDestructibleParameters will be used. These bounds are translated (but not scaled or rotated) to the origin of the destructible actor. If a chunk or chunk island moves outside of those bounds, it is destroyed.
'destructibleParameters.forceToDamage' : Multiplier to calculate applied damage from an impact.
If a chunk is at a depth which takes impact damage (see NxDestructibleDepthParameters), then when a chunk has a collision in the NxScene, it will take damage equal to forceToDamage mulitplied by the impact force. The default value is zero, which effectively disables impact damage.
'destructibleParameters.fractureImpulseScale' : Scale factor used to apply an impulse force along the normal of chunk when fractured.
Scale factor used to apply an impulse force along the normal of chunk when fractured. This is used in order to 'push' the pieces out as they fracture.
'destructibleParameters.impactDamageDefaultDepth' : The default depth to which chunks will take impact damage.
The default depth to which chunks will take impact damage. This default may be overridden in the depth settings.
'destructibleParameters.impactVelocityThreshold' : Large impact force may be reported if rigid bodies are spawned inside one another.
Large impact force may be reported if rigid bodies are spawned inside one another. In this case the relative velocity of the two objects will be low. This variable allows the user to set a minimum velocity threshold for impacts to ensure that the objects are moving at a min velocity in order for the impact force to be considered.
'destructibleParameters.legacyChunkBoundsTestSetting' : Whether or not to use the old chunk bounds testing for damage, or use the module setting.
Whether or not to use the old chunk bounds testing for damage, or use the module setting. A value of 0 forces the new method to be used. A positive value forces the old method to be used. Negative values cause the global (NxModuleDestructible) setting to be used.
'destructibleParameters.legacyDamageRadiusSpreadSetting' : Whether or not to use the old damage spread method, or use the module setting.
Whether or not to use the old damage spread method, or use the module setting. A value of 0 forces the new method to be used. A positive value forces the old method to be used. Negative values cause the global (NxModuleDestructible) setting to be used.
'destructibleParameters.maxChunkSpeed' : Maximum speed of a chunk
If greater than 0, the chunks' speeds will not be allowed to exceed this value. Use 0 to disable this feature (this is the default).
'destructibleParameters.minimumFractureDepth' : The chunks will not be broken free below this depth.
Chunks will not be broken free below this depth.
'destructibleParameters.runtimeFracture.attachment.negX' : Attach to negative x side of sheet.
If true, make the negative x side of the sheet an attachment point.
'destructibleParameters.runtimeFracture.attachment.negY' : Attach to negative y side of sheet.
If true, make the negative y side of the sheet an attachment point.
'destructibleParameters.runtimeFracture.attachment.negZ' : Attach to negative z side of sheet.
If true, make the negative z side of the sheet an attachment point.
'destructibleParameters.runtimeFracture.attachment.posX' : Attach to positive x side of sheet.
If true, make the positive x side of the sheet an attachment point.
'destructibleParameters.runtimeFracture.attachment.posY' : Attach to positive y side of sheet.
If true, make the positive y side of the sheet an attachment point.
'destructibleParameters.runtimeFracture.attachment.posZ' : Attach to positive z side of sheet.
If true, make the positive z side of the sheet an attachment point.
'destructibleParameters.runtimeFracture.depthLimit' : Number of times deep a chunk can be fractured.
Number of times deep a chunk can be fractured. Can help limit the number of chunks produced by runtime fracture.
'destructibleParameters.runtimeFracture.destroyIfAtDepthLimit' : Destroy chunk if at depth limit
If true, destroy chunks when they hit their depth limit. If false, then chunks at their depth limit will not fracture but will have a force applied.
'destructibleParameters.runtimeFracture.glass.firstSegmentSize' : The minimum shard size.
The minimum shard size. Shards below this size will not be created and thus not visible.
'destructibleParameters.runtimeFracture.glass.numSectors' : Number of angular slices.
Number of angular slices in the glass fracture pattern.
'destructibleParameters.runtimeFracture.glass.sectorRand' : Creates variance in the angle of slices.
Creates variance in the angle of slices. A value of zero results in all angular slices having the same angle.
'destructibleParameters.runtimeFracture.glass.segmentRand' : Creates variance in the radial size of shards.
Creates variance in the radial size of shards. A value of zero results in a low noise circular pattern.
'destructibleParameters.runtimeFracture.glass.segmentScale' : Scales the radial spacing.
Scales the radial spacing in the glass fracture pattern. A larger value results in radially longer shards.
'destructibleParameters.runtimeFracture.impulseScale' : Scales impulse applied by a fracture.
Scales impulse applied by a fracture.
'destructibleParameters.runtimeFracture.minConvexSize' : Minimum Convex Size.
Minimum Convex Size. Minimum size of convex produced by a fracture.
RuntimeFractureType DestructibleActorParam::destructibleParameters.runtimeFracture.RuntimeFractureType |
'destructibleParameters.runtimeFracture.RuntimeFractureType' : Which type of fracture pattern to choose
'destructibleParameters.runtimeFracture.sheetFracture' : If true, align fracture pattern to largest face
If true, align fracture pattern to largest face. If false, the fracture pattern will be aligned to the hit normal with each fracture.
'destructibleParameters.runtimeFracture.voronoi.biasExp' : Bias Exponential value.
Bias Exponential value is used in distributing voronoi points which is used to fracture the original chunk.
'destructibleParameters.runtimeFracture.voronoi.dimensions' : The size of the entire block
The size of the entire block.
'destructibleParameters.runtimeFracture.voronoi.maxDist' : The max distance a Voronoi point away from origin.
This is to prevent a illegal voronoi point that's used to generate voronoi chunks.
'destructibleParameters.runtimeFracture.voronoi.numCells' : Max Number of Cells to create.
Number of Cells corresponds to the number of chunks to create during the fracture, default value is only one chunk.
'destructibleParameters.supportStrength' : The support strength threshold for breaking chunks in stressSolver
The larger the supportStrength is, the harder it will break under stressSolver. SupportStrength should be larger than 0.0 so that it is not extremely fragile. Default supportStrength = -1.0 which means strength is turned off initially.
'destructibleParameters.validBounds' : valid bounding region for debris
A bounding box around each NxDestructibleActor created, defining a range of validity for chunks that break free. These bounds are scaled and translated with the NxDestructibleActor's scale and position, but they are not rotated with the NxDestructibleActor.
'doNotCreateRenderable' : If true, a renderable will not be created for the destructible actor
If true, a renderable will not be created for the destructible actor. This prevents unnecessary updates when the APEX render API is not being used.
'dustEmitterName' : The name of the NxMeshParticleSystem to use for fracture-line dust
The name of the NxMeshParticleSystem to use for fracture-line dust. This overrides the dust system defined in the NxDestructibleAsset if specified.
'dustParticleSpacing' : How far apart to space the particles when creating dust particles
How far apart to space the particles when crumling. If set to zero or a negative value, then the spacing is taken to be the dust emitter's particle radius, if the dust emitter exists. This spacing will be used when placing particle positions in the dust emitter and the dust particle buffer callback. Note - if there is no dust emitter but there is a dust particle buffer callback, then this value must be positive in order to have a proper spacing for the callback. Otherwise, the callback will not be called. The default value is 0.
'dynamic' : Whether or not the destructible starts life as a dynamic actor
Whether or not the destructible starts life as a dynamic actor
'formExtendedStructures' : If initially static, the destructible will become part of an extended support structure if it is in contact with another static destructible that also has this flag set.
If initially static, the destructible will become part of an extended support structure if it is in contact with another static destructible that also has this flag set.
'globalPose' : The initial pose where the destructible actor will be put into the scene
Initial global pose of undamaged destructible
'keepPreviousFrameBoneBuffer' : If true, the skinned mesh will hold a bone buffer for the last frame
If true, the skinned mesh will hold a bone buffer for the last frame. The poses in the new buffer correspond the poses in the current frame buffer, chunk was not visible in the last frame.
'keepVisibleBonesPacked' : Parameter passed into skinned ApexRenderMeshActor
Parameter passed into skinned ApexRenderMeshActor. If true, visible bone matrices are packed into the bone render buffer, and a per-actor vertex buffer is created to handle re-indexed bones. Default value = true.
'overrideSkinnedMaterialNames[]' : Per-actor material names, to override those in the asset, for skinned rendering
Per-actor material names, to override those in the asset, for skinned rendering.
'overrideStaticMaterialNames[]' : Per-actor material names, to override those in the asset, for static rendering
Per-actor material names, to override those in the asset, for static rendering.
'p3ActorDescTemplate.clientBehaviorBits' : Changes the behavior bits initially specified with PxActorDesc::clientBehaviorBits.
Changes the behavior bits initially specified with PxActorDesc::clientBehaviorBits. This will be applied to all actors generated for this destructible's chunks.
'p3ActorDescTemplate.contactReportFlags.eCCD_LINEAR' : A less expensive approximation of eSWEPT_INTEGRATION_FULL, where the rotational motion of the objects is neglected. Should be used when performance is of the essence, for objects where angular motion is unlikely to lead to tunneling.
A less expensive approximation of eSWEPT_INTEGRATION_FULL, where the rotational motion of the objects is neglected. Should be used when performance is of the essence, for objects where angular motion is unlikely to lead to tunneling. Note: The scene must have PxSceneFlag::eENABLE_CCD enabled to use this feature.
'p3ActorDescTemplate.contactReportFlags.eCONTACT_DEFAULT' : Provided default flag to do simple contact processing for this collision pair.
'p3ActorDescTemplate.contactReportFlags.eMODIFY_CONTACTS' : Call contact modification callback for this collision pair.
Call contact modification callback for this collision pair. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FEATURE_INDICES_PER_POINT' : Provide feature indices per contact point in contact reports for this collision pair.
Provide feature indices per contact point in contact reports for this collision pair. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCE_PER_POINT' : Provide contact forces per contact point in contact reports for this collision pair.
Provide contact forces per contact point in contact reports for this collision pair. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCES' : Provide the (summed total) friction force and normal force in contact reports for this collision pair (see PxContactPair).
Provide the (summed total) friction force and normal force in contact reports for this collision pair (see PxContactPair). Note: Only takes effect if the colliding actors are rigid bodies
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_POINTS' : Provide contact points in contact reports for this collision pair.
Provide contact points in contact reports for this collision pair. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_FOUND' : Call contact report callback when the contact force between the actors of this collision pair exceeds one of the actor-defined force thresholds.
Call contact report callback when the contact force between the actors of this collision pair exceeds one of the actor-defined force thresholds. Note: Only takes effect if the colliding actors are rigid bodies
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_LOST' : Call contact report callback when the contact force between the actors of this collision pair falls below one of the actor-defined force thresholds (includes the case where this collision pair stops being in contact).
Call contact report callback when the contact force between the actors of this collision pair falls below one of the actor-defined force thresholds (includes the case where this collision pair stops being in contact). Note: Only takes effect if the colliding actors are rigid bodies
Bool DestructibleActorParam::p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_PERSISTS |
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_PERSISTS' : Call contact report callback when the contact force between the actors of this collision pair continues to exceed one of the actor-defined force thresholds
Call contact report callback when the contact force between the actors of this collision pair continues to exceed one of the actor-defined force thresholds. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_FOUND' : Call contact report callback or trigger callback when this collision pair starts to be in contact
Call contact report callback or trigger callback when this collision pair starts to be in contact. If one of the two collision objects is a trigger shape (see PxShapeFlag::eTRIGGER_SHAPE) then the trigger callback will get called as soon as the other object enters the trigger volume. If none of the two collision objects is a trigger shape then the contact report callback will get called when the actors of this collision pair start to be in contact. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_LOST' : Call contact report callback or trigger callback when this collision pair stops to be in contact.
Call contact report callback or trigger callback when this collision pair stops to be in contact. If one of the two collision objects is a trigger shape (see PxShapeFlag::eTRIGGER_SHAPE) then the trigger callback will get called as soon as the other object leaves the trigger volume. If none of the two collision objects is a trigger shape then the contact report callback will get called when the actors of this collision pair stop to be in contact. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_PERSISTS' : Call contact report callback or trigger callback while this collision pair is in contact
Process the contacts of this collision pair in the dynamics solver. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eRESOLVE_CONTACTS' : Process the contacts of this collision pair in the dynamics solver.
Process the contacts of this collision pair in the dynamics solver. Note: Only takes effect if the colliding actors are rigid bodies.
'p3ActorDescTemplate.contactReportFlags.eTRIGGER_DEFAULT' : Provided default flag to get commonly used trigger behavior for this collision pair.
'p3ActorDescTemplate.dominanceGroup' : Assigns dynamic actors a dominance group identifier.
Assigns dynamic actors a dominance group identifier. This will be applied to all actors generated for this destructible's chunks.
'p3ActorDescTemplate.flags.eDISABLE_GRAVITY' : Disables scene gravity for this actor
Disables scene gravity for this actor. This flag will be applied to all actors generated for this destructible's chunks.
'p3ActorDescTemplate.flags.eSEND_SLEEP_NOTIFIES' : Enables the sending of PxSimulationEventCallback::onWake() and PxSimulationEventCallback::onSleep() notify events
Enables the sending of PxSimulationEventCallback::onWake() and PxSimulationEventCallback::onSleep() notify events. This flag will be applied to all actors generated for this destructible's chunks.
'p3ActorDescTemplate.flags.eVISUALIZATION' : Enable debug renderer for this actor
Enable debug renderer for this actor. This flag will be applied to all actors generated for this destructible's chunks.
'p3ActorDescTemplate.name' : Optional name string for a shape; must be set by the application and must be a persistent pointer.
Optional name string for a shape; must be set by the application and must be a persistent pointer. This will be applied to all actors generated for this destructible's chunks.
'p3ActorDescTemplate.ownerClient' : Sets the owner client of an actor.
Sets the owner client of an actor. This will be applied to all actors generated for this destructible's chunks.
'p3ActorDescTemplate.userData' : Optional user data pointer
Optional user data pointer. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.angularDamping' : Sets the angular damping coefficient
Sets the angular damping coefficient. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.contactReportThreshold' : The force threshold for contact reports
The force threshold for contact reports. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.density' : The density of the body. Used to compute the mass of the body.
The density of the body. Used to compute the mass of the body. If the body descriptor contains a zero mass but the actor descriptor contains a non-zero density, we compute a new mass automatically from the density and a shapes. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.flags.eENABLE_CCD' : Enables swept integration for the actor.
Enables swept integration for the actor. If this flag is raised and swept integration is enabled on the scene, then this body will be simulated by the CCD system to ensure that collisions are not missed due to high-speed motion. Note, individual shape pairs still need to enable PxPairFlag::eCCD_LINEAR in the collision filtering to enable the CCD to respond to individual interactions.
'p3BodyDescTemplate.flags.eKINEMATIC' : Enables kinematic mode for the actor
Kinematic actors are special dynamic actors that are not influenced by forces (such as gravity), and have no momentum. They are considered to have infinite mass and can be moved around the world using the moveKinematic() method. They will push regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects. Kinematic actors are great for moving platforms or characters, where direct motion control is desired. You can not connect Reduced joints to kinematic actors. Lagrange joints work ok if the platform is moving with a relatively low, uniform velocity. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.linearDamping' : Linear damping applied to the body
Linear damping applied to the body. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.maxAngularVelocity' : Maximum allowed angular velocity
Maximum allowed angular velocity. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.sleepLinearVelocity' : Maximum linear velocity at which body can go to sleep
Maximum linear velocity at which body can go to sleep. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.sleepThreshold' : Sets the mass-normalized kinetic energy threshold below which an actor may go to sleep.
Sets the mass-normalized kinetic energy threshold below which an actor may go to sleep. This will be applied to all actors generated for this destructible's chunks.
'p3BodyDescTemplate.solverIterationCount' : Sets the solver iteration counts for the body
Sets the solver iteration counts for the body. The solver iteration count determines how accurately joints and contacts are resolved. If you are having trouble with jointed bodies oscillating and behaving erratically, then setting a higher position iteration count may improve their stability. If intersecting bodies are being depenetrated too violently, increase the number of velocity iterations.
'p3BodyDescTemplate.velocityIterationCount' : Sets the velocity solver iteration counts for the body
Sets the velocity solver iteration counts for the body. The solver iteration count determines how accurately joints and contacts are resolved. If you are having trouble with jointed bodies oscillating and behaving erratically, then setting a higher position iteration count may improve their stability. If intersecting bodies are being depenetrated too violently, increase the number of velocity iterations.
'p3BodyDescTemplate.wakeUpCounter' : The bodys initial wake up counter
The bodys initial wake up counter. This will be applied to all actors generated for this destructible's chunks.
'p3ShapeDescTemplate.contactOffset' : Sets the contact offset
Sets the contact offset; if -1 it uses the global default. This is applied to all shapes generated for this destructible's chunks.
'p3ShapeDescTemplate.flags.eDEFORMABLE_DRAIN' : Sets the shape to be a deformable drain
'p3ShapeDescTemplate.flags.ePARTICLE_DRAIN' : Sets the shape to be a particle drain
'p3ShapeDescTemplate.flags.eSCENE_QUERY_SHAPE' : The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).
'p3ShapeDescTemplate.flags.eSIMULATION_SHAPE' : The shape will partake in collision in the physical simulation.
'p3ShapeDescTemplate.flags.eTRIGGER_SHAPE' : The shape is a trigger which can send reports whenever other shapes enter/leave its volume.
The shape is a trigger which can send reports whenever other shapes enter/leave its volume. Note: Triangle meshes and heightfields can not be triggers. Shape creation will fail in these cases. Shapes marked as triggers do not collide with other objects. If an object should act both as a trigger shape and a collision shape then create a rigid body with two shapes, one being a trigger shape and the other a collision shape.
'p3ShapeDescTemplate.flags.eVISUALIZATION' : Enable debug renderer for this shape
'p3ShapeDescTemplate.material' : A PxMaterial pointer for the shape
A PxMaterial pointer for the shape. This is applied to all shapes generated for this destructible's chunks.
'p3ShapeDescTemplate.name' : Optional name string for a shape.
Optional name string for a shape; must be set by the application and must be a persistent pointer. This is applied to all shapes generated for this destructible's chunks.
'p3ShapeDescTemplate.queryFilterData.word0' : word0 of the filter data
'p3ShapeDescTemplate.queryFilterData.word1' : word1 of the filter data
'p3ShapeDescTemplate.queryFilterData.word2' : word2 of the filter data
'p3ShapeDescTemplate.queryFilterData.word3' : word3 of the filter data
'p3ShapeDescTemplate.restOffset' : Sets the rest offset
Sets the rest offset; if -1 it uses the global default. This is applied to all shapes generated for this destructible's chunks.
'p3ShapeDescTemplate.simulationFilterData.word0' : word0 of the filter data
'p3ShapeDescTemplate.simulationFilterData.word1' : word1 of the filter data
'p3ShapeDescTemplate.simulationFilterData.word2' : word2 of the filter data
'p3ShapeDescTemplate.simulationFilterData.word3' : word3 of the filter data
'p3ShapeDescTemplate.userData' : Optional user data pointer
Optional user data pointer. This is applied to all shapes generated for this destructible's chunks.
'performDetailedOverlapTestForExtendedStructures' : When testing for chunk overlap with other destructibles, perform detailed collision test. Otherwise, just test AABBs.
When testing for chunk overlap with other destructibles in an extended structure (see formExtendedStructures), perform detailed collision test. Otherwise, just test AABBs. Default = TRUE.
'renderStaticChunksSeparately' : Whether or not to render static chunks in a separate mesh
If true, static chunks will be renderered separately from dynamic chunks, as a single mesh (not using skinning). This parameter is ignored if the 'dynamic' parameter is true. Default value = false.
'scale' : 3D Scale
3D Scale
'shapeDescTemplate.collisionGroup' : Sets which collision group shapes are part of.
Sets which collision group shapes are part of. Default group is 0. Maximum possible group is 31. Collision groups are sets of shapes which may or may not be set to collision detect with each other; this can be set using NxScene::setGroupCollisionFlag() Sleeping: Does NOT wake the associated actor up automatically. param[in] collisionGroup The collision group for shapes. This is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.density' : The density of an individual shape.
The density of this individual shape when computing mass inertial properties for a rigidbody (unless a valid mass >0.0 is provided). Note that this will only be used if the body has a zero inertia tensor, or if you call NxActor::updateMassFromShapes explicitly. This is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_CLOTH_DISABLE_COLLISION' : Disable collision with cloths.
Disable collision with cloths. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_CLOTH_DRAIN' : Sets a shape to be a cloth drain.
Sets a shape to be a cloth drain. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_CLOTH_TWOWAY' : Enables the reaction of a shapes actor on cloth collision.
Enables the reaction of a shapes actor on cloth collision. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_DISABLE_COLLISION' : Disable collision detection for shapes (counterpart of NX_AF_DISABLE_COLLISION)
Disable collision detection for shapes (counterpart of NX_AF_DISABLE_COLLISION). This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_DISABLE_RAYCASTING' : Disable raycasting for shapes
Disable raycasting for shapes. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_DISABLE_RESPONSE' : Disable collision response for shapes (counterpart of NX_AF_DISABLE_RESPONSE)
Disable collision response for shapes (counterpart of NX_AF_DISABLE_RESPONSE). This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_DISABLE_SCENE_QUERIES' : Disable participation in ray casts, overlap tests and sweeps.
Disable participation in ray casts, overlap tests and sweeps. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_DYNAMIC_DYNAMIC_CCD' : Enable dynamic-dynamic CCD for shapes. Used only when CCD is globally enabled and shape have a CCD skeleton.
Enable dynamic-dynamic CCD for shapes. Used only when CCD is globally enabled and shape have a CCD skeleton. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_FEATURE_INDICES' : Enable feature indices in contact stream.
Enable feature indices in contact stream. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_FLUID_DISABLE_COLLISION' : Disable collision with fluids.
Disable collision with fluids. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_FLUID_DRAIN' : Sets a shape to be a fluid drain.
Sets a shape to be a fluid drain. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_FLUID_TWOWAY' : Enables the reaction of a shapes actor on fluid collision.
Enables the reaction of a shapes actor on fluid collision. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_POINT_CONTACT_FORCE' : Enable contact force reporting per contact point in contact stream (otherwise we only report force per actor pair)
Enable contact force reporting per contact point in contact stream (otherwise we only report force per actor pair). This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_SOFTBODY_DISABLE_COLLISION' : Disable collision with soft bodies.
Disable collision with soft bodies. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_SOFTBODY_DRAIN' : Sets a shape to be a soft body drain.
Sets a shape to be a soft body drain. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_SOFTBODY_TWOWAY' : Enables the reaction of a shape's actor on soft body collision.
Enables the reaction of a shape's actor on soft body collision. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_SF_VISUALIZATION' : Enable debug renderer for shapes
Enable debug renderer for shapes. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_TRIGGER_ON_ENTER' : Trigger callback will be called when a shape enters the trigger volume.
Trigger callback will be called when a shape enters the trigger volume. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_TRIGGER_ON_LEAVE' : Trigger callback will be called after a shape leaves the trigger volume.
Trigger callback will be called after a shape leaves the trigger volume. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.flags.NX_TRIGGER_ON_STAY' : Trigger callback will be called while a shape is intersecting the trigger volume.
Trigger callback will be called while a shape is intersecting the trigger volume. This flag is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.groupsMask.bits0' : bits0 of the groups mask
If useGroupsMask is true, this is bits0 of the groups mask. See the PhysX documentation for more on groups masks.
'shapeDescTemplate.groupsMask.bits1' : bits1 of the groups mask
If useGroupsMask is true, this is bits1 of the groups mask. See the PhysX documentation for more on groups masks.
'shapeDescTemplate.groupsMask.bits2' : bits2 of the groups mask
If useGroupsMask is true, this is bits2 of the groups mask. See the PhysX documentation for more on groups masks.
'shapeDescTemplate.groupsMask.bits3' : bits3 of the groups mask
If useGroupsMask is true, this is bits3 of the groups mask. See the PhysX documentation for more on groups masks.
'shapeDescTemplate.groupsMask.useGroupsMask' : Whether or not the groupsMask should be used
Whether or not the groupsMask should be used. If so, then this will be applied to all NxShapes created to represent this destructible's chunks.
'shapeDescTemplate.materialIndex' : The material index of a shape.
The material index of a shape. This is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.name' : Optional name string for a shape.
Optional name string for a shape; must be set by the application and must be a persistent pointer. This is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.skinWidth' : Specifies by how much shapes can interpenetrate; if -1 it uses the global default
Specifies by how much shapes can interpenetrate; if -1 it uses the global default. This is applied to all NxShapes generated for this destructible's chunks.
'shapeDescTemplate.userData' : Optional user data pointer
Optional user data pointer. This is applied to all NxShapes generated for this destructible's chunks.
'sleepVelocityFrameDecayConstant' : Frame memory decay constant used for actor velocity smoothing. Valid range: [1.0,infinity).
Frame memory decay constant used for actor velocity smoothing. Valid range: [1.0,infinity). Roughly speaking, the number of frames for which past velocities have significance. A value of 1.0 (or less) gives no smoothing.
'structureSettings.stressSolverMassThreshold' : The structure containing this actor will use the minimum stressSolverMassThreshold of all actors in the structure.
Determines the minimum threshold mass to meet before an indentified overly-strained link breaks. This mass threshold is part of the condition that the stress solver uses to qualify whether a link is overly-strained. The accumulated sum of the chunk masses that the link is supporting will be used against this value. This should always be some positive value.
'structureSettings.stressSolverTimeDelay' : The structure containing this actor will use the minimum stressSolverTimeDelay of all actors in the structure.
Determines the amount of time to run down until an identified overly-strained link breaks. From the time the stress solver qualifies a link as being overly-strained, this value will be used to count down to the actual breaking-off event being executed. This should always be some positive value.
'structureSettings.useStressSolver' : If true, the structure containing this actor will use the stress solver.
Determines whether to invoke the use of the stress solver. The stress solver is a self-checking mechanism employed within the structure, with the purpose of detecting and breaking off overly-strained links to masses of chunks. Its behavior can be tweaked by customizing the parameters stressSolverTimeDelay and stressSolverMassThreshold.
'supportDepth' : The chunk hierarchy depth at which to create a support graph.
The chunk hierarchy depth at which to create a support graph. Higher depth levels give more detailed support, but will give a higher computational load. Chunks below the support depth will never be supported.
'useAssetDefinedSupport' : If set, then chunks which are tagged as 'support' chunks
If set, then chunks which are tagged as 'support' chunks (via NxDestructibleChunkDesc::isSupportChunk) will have environmental support in static destructibles. Note: if both ASSET_DEFINED_SUPPORT and WORLD_SUPPORT are set, then chunks must be tagged as 'support' chunks AND overlap the NxScene's static geometry in order to be environmentally supported.
'useHardSleeping' : If true, turn chunk islands kinematic when they sleep.
If true, turn chunk islands kinematic when they sleep. These islands may be turned dynamic again if enough damage is applied.
'useWorldSupport' : If set, then chunks which overlap the NxScene's static geometry will have environmental support
If set, then chunks which overlap the NxScene's static geometry will have environmental support in static destructibles. Note: if both ASSET_DEFINED_SUPPORT and WORLD_SUPPORT are set, then chunks must be tagged as 'support' chunks AND overlap the NxScene's static geometry in order to be environmentally supported.
The documentation for this struct was generated from the following file:
Generated on Fri Dec 15 2017 13:59:11
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