APEX NvParameterized Schemas: DestructibleAssetParameters Struct Reference

NVIDIA APEX

DestructibleAssetParameters Struct Reference

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

#include <params.h>

List of all members.

Public Attributes

String comments
 'comments' : Human-readable string which describes which tool created this asset, its version, etc.
U32 depthCount
 'depthCount' : The number of chunk depth levels
U32 originalDepthCount
 'originalDepthCount' : The depth count when authored
Bounds3 bounds
 'bounds' : The AABB of the destructible asset
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
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
U64 behaviorGroups[].userData
 'behaviorGroups[].userData' : User data field.
I8 RTFractureBehaviorGroup
 'RTFractureBehaviorGroup' : The array of behavior groups referenced by chunks
U16 chunks[].depth
 'chunks[].depth' : The depth of the chunk in the hierarchy
U16 chunks[].parentIndex
 'chunks[].parentIndex' : The index of the chunk's parent in the hierarchy
U16 chunks[].firstChildIndex
 'chunks[].firstChildIndex' : The index of this chunk's first child in the hierarchy
U16 chunks[].numChildren
 'chunks[].numChildren' : This chunk's number of children
U16 chunks[].meshPartIndex
 'chunks[].meshPartIndex' : The corresponding mesh part for this chunk
U16 chunks[].flags
 'chunks[].flags' : Flags which define individual chunk attributes
Vec3 chunks[].surfaceNormal
 'chunks[].surfaceNormal' : The average surface normal of this chunk
I8 chunks[].behaviorGroupIndex
 'chunks[].behaviorGroupIndex' : Behavior group this chunk is associated with
U16 chunks[].firstScatterMesh
 'chunks[].firstScatterMesh' : Index of first scatter mesh (in scatterMeshIndices and scatterMeshTransforms)
U16 chunks[].scatterMeshCount
 'chunks[].scatterMeshCount' : Number of scatter meshes (in scatterMeshIndices and scatterMeshTransforms)
ConvexHullParameters chunkConvexHulls[]
 'chunkConvexHulls[]' :
U32 chunkConvexHullStartIndices[]
 'chunkConvexHullStartIndices[]' : Map into array of convex hulls
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.
String crumbleEmitterName
 'crumbleEmitterName' : The name of the crumble emitter to use
String dustEmitterName
 'dustEmitterName' : The name of the dust emitter to use
DestructibleAssetCollisionDataSet collisionData
 'collisionData' :
RenderMeshAssetParameters renderMeshAsset
 'renderMeshAsset' :
U32 initialDestructibleActorAllowanceForInstancing
 'initialDestructibleActorAllowanceForInstancing' : Initial actor estimate for instance buffer allocation
U16 chunkInstanceInfo[].partIndex
 'chunkInstanceInfo[].partIndex' : The part instanced for this chunk
Vec3 chunkInstanceInfo[].chunkPositionOffset
 'chunkInstanceInfo[].chunkPositionOffset' : Translation for this chunk mesh within the asset
Vec2 chunkInstanceInfo[].chunkUVOffset
 'chunkInstanceInfo[].chunkUVOffset' : UV translation for this chunk mesh's vertices
String staticMaterialNames[]
 'staticMaterialNames[]' : Alternative material names for the static render mesh, if it's created
F32 neighborPadding
 'neighborPadding' : Padding used for chunk neighbor tests.
CachedOverlaps overlapsAtDepth[]
 'overlapsAtDepth[]' :
U32 firstChunkAtDepth[]
 'firstChunkAtDepth[]' : The first index of chunks at each depth
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 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
Mat44 actorTransforms[]
 'actorTransforms[]' : List of actor poses (that may contain scaling) which may be saved in the asset for convenience
RenderMeshAssetParameters scatterMeshAssets[]
 'scatterMeshAssets[]' :
U8 scatterMeshIndices[]
 'scatterMeshIndices[]' : Array of indices for scatter meshes defined in the asset
Mat33 scatterMeshTransforms[].matrix
 'scatterMeshTransforms[].matrix' : The matrix part of the transform, containing the (possibly scaled axis-unaligned) rotation
Vec3 scatterMeshTransforms[].vector
 'scatterMeshTransforms[].vector' : The vector part of the transform, containing a translation

Detailed Description

Describes the NxParameterized::Interface for 'DestructibleAssetParameters' :

DestructibleAssetParameters contains 330 fully qualified names
---------------------------------------------
  1 : String               comments                                                                                
  2 : U32                  depthCount                                                                              
  3 : U32                  originalDepthCount                                                                      
  4 : Bounds3              bounds                                                                                  
  5 : String               defaultBehaviorGroup.name                                                               
  6 : F32                  defaultBehaviorGroup.damageThreshold                                                    
  7 : F32                  defaultBehaviorGroup.damageToRadius                                                     
  8 : F32                  defaultBehaviorGroup.damageSpread.minimumRadius                                         
  9 : F32                  defaultBehaviorGroup.damageSpread.radiusMultiplier                                      
 10 : F32                  defaultBehaviorGroup.damageSpread.falloffExponent                                       
 11 : F32                  defaultBehaviorGroup.damageColorSpread.minimumRadius                                    
 12 : F32                  defaultBehaviorGroup.damageColorSpread.radiusMultiplier                                 
 13 : F32                  defaultBehaviorGroup.damageColorSpread.falloffExponent                                  
 14 : Vec4                 defaultBehaviorGroup.damageColorChange                                                  
 15 : F32                  defaultBehaviorGroup.materialStrength                                                   
 16 : F32                  defaultBehaviorGroup.density                                                            
 17 : F32                  defaultBehaviorGroup.fadeOut                                                            
 18 : F32                  defaultBehaviorGroup.maxDepenetrationVelocity                                           
 19 : U64                  defaultBehaviorGroup.userData                                                           
 20 : ArraySizeName        behaviorGroups                                                                          
 21 : String               behaviorGroups[].name                                                                   
 22 : F32                  behaviorGroups[].damageThreshold                                                        
 23 : F32                  behaviorGroups[].damageToRadius                                                         
 24 : F32                  behaviorGroups[].damageSpread.minimumRadius                                             
 25 : F32                  behaviorGroups[].damageSpread.radiusMultiplier                                          
 26 : F32                  behaviorGroups[].damageSpread.falloffExponent                                           
 27 : F32                  behaviorGroups[].damageColorSpread.minimumRadius                                        
 28 : F32                  behaviorGroups[].damageColorSpread.radiusMultiplier                                     
 29 : F32                  behaviorGroups[].damageColorSpread.falloffExponent                                      
 30 : Vec4                 behaviorGroups[].damageColorChange                                                      
 31 : F32                  behaviorGroups[].materialStrength                                                       
 32 : F32                  behaviorGroups[].density                                                                
 33 : F32                  behaviorGroups[].fadeOut                                                                
 34 : F32                  behaviorGroups[].maxDepenetrationVelocity                                               
 35 : U64                  behaviorGroups[].userData                                                               
 36 : I8                   RTFractureBehaviorGroup                                                                 
 37 : ArraySizeName        chunks                                                                                  
 38 : U16                  chunks[].depth                                                                          
 39 : U16                  chunks[].parentIndex                                                                    
 40 : U16                  chunks[].firstChildIndex                                                                
 41 : U16                  chunks[].numChildren                                                                    
 42 : U16                  chunks[].meshPartIndex                                                                  
 43 : U16                  chunks[].flags                                                                          
 44 : Vec3                 chunks[].surfaceNormal                                                                  
 45 : I8                   chunks[].behaviorGroupIndex                                                             
 46 : U16                  chunks[].firstScatterMesh                                                               
 47 : U16                  chunks[].scatterMeshCount                                                               
 48 : ArraySizeName        chunkConvexHulls                                                                        
 49 : ArraySizeName        chunkConvexHulls[].vertices                                                             RefVariant[ConvexHullParameters]
 50 : Vec3                 chunkConvexHulls[].vertices[]                                                           RefVariant[ConvexHullParameters]
 51 : ArraySizeName        chunkConvexHulls[].uniquePlanes                                                         RefVariant[ConvexHullParameters]
 52 : Vec3                 chunkConvexHulls[].uniquePlanes[].normal                                                RefVariant[ConvexHullParameters]
 53 : F32                  chunkConvexHulls[].uniquePlanes[].d                                                     RefVariant[ConvexHullParameters]
 54 : ArraySizeName        chunkConvexHulls[].widths                                                               RefVariant[ConvexHullParameters]
 55 : F32                  chunkConvexHulls[].widths[]                                                             RefVariant[ConvexHullParameters]
 56 : ArraySizeName        chunkConvexHulls[].edges                                                                RefVariant[ConvexHullParameters]
 57 : U32                  chunkConvexHulls[].edges[]                                                              RefVariant[ConvexHullParameters]
 58 : ArraySizeName        chunkConvexHulls[].adjacentFaces                                                        RefVariant[ConvexHullParameters]
 59 : U32                  chunkConvexHulls[].adjacentFaces[]                                                      RefVariant[ConvexHullParameters]
 60 : Bounds3              chunkConvexHulls[].bounds                                                               RefVariant[ConvexHullParameters]
 61 : F32                  chunkConvexHulls[].volume                                                               RefVariant[ConvexHullParameters]
 62 : U32                  chunkConvexHulls[].uniqueEdgeDirectionCount                                             RefVariant[ConvexHullParameters]
 63 : U32                  chunkConvexHulls[].planeCount                                                           RefVariant[ConvexHullParameters]
 64 : ArraySizeName        chunkConvexHullStartIndices                                                             
 65 : U32                  chunkConvexHullStartIndices[]                                                           
 66 : F32                  destructibleParameters.damageCap                                                        
 67 : F32                  destructibleParameters.forceToDamage                                                    
 68 : F32                  destructibleParameters.impactVelocityThreshold                                          
 69 : U32                  destructibleParameters.minimumFractureDepth                                             
 70 : I32                  destructibleParameters.impactDamageDefaultDepth                                         
 71 : I32                  destructibleParameters.debrisDepth                                                      
 72 : U32                  destructibleParameters.essentialDepth                                                   
 73 : F32                  destructibleParameters.debrisLifetimeMin                                                
 74 : F32                  destructibleParameters.debrisLifetimeMax                                                
 75 : F32                  destructibleParameters.debrisMaxSeparationMin                                           
 76 : F32                  destructibleParameters.debrisMaxSeparationMax                                           
 77 : F32                  destructibleParameters.debrisDestructionProbability                                     
 78 : Bounds3              destructibleParameters.validBounds                                                      
 79 : F32                  destructibleParameters.maxChunkSpeed                                                    
 80 : Bool                 destructibleParameters.flags.ACCUMULATE_DAMAGE                                          
 81 : Bool                 destructibleParameters.flags.DEBRIS_TIMEOUT                                             
 82 : Bool                 destructibleParameters.flags.DEBRIS_MAX_SEPARATION                                      
 83 : Bool                 destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS                                    
 84 : Bool                 destructibleParameters.flags.ACCURATE_RAYCASTS                                          
 85 : Bool                 destructibleParameters.flags.USE_VALID_BOUNDS                                           
 86 : Bool                 destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE                               
 87 : F32                  destructibleParameters.fractureImpulseScale                                             
 88 : U16                  destructibleParameters.damageDepthLimit                                                 
 89 : U16                  destructibleParameters.dynamicChunkDominanceGroup                                       
 90 : Bool                 destructibleParameters.dynamicChunksGroupsMask.useGroupsMask                            
 91 : U32                  destructibleParameters.dynamicChunksGroupsMask.bits0                                    
 92 : U32                  destructibleParameters.dynamicChunksGroupsMask.bits1                                    
 93 : U32                  destructibleParameters.dynamicChunksGroupsMask.bits2                                    
 94 : U32                  destructibleParameters.dynamicChunksGroupsMask.bits3                                    
 95 : RuntimeFractureType  destructibleParameters.runtimeFracture.RuntimeFractureType                              
 96 : Bool                 destructibleParameters.runtimeFracture.sheetFracture                                    
 97 : U32                  destructibleParameters.runtimeFracture.depthLimit                                       
 98 : Bool                 destructibleParameters.runtimeFracture.destroyIfAtDepthLimit                            
 99 : F32                  destructibleParameters.runtimeFracture.minConvexSize                                    
100 : F32                  destructibleParameters.runtimeFracture.impulseScale                                     
101 : U32                  destructibleParameters.runtimeFracture.glass.numSectors                                 
102 : F32                  destructibleParameters.runtimeFracture.glass.sectorRand                                 
103 : F32                  destructibleParameters.runtimeFracture.glass.firstSegmentSize                           
104 : F32                  destructibleParameters.runtimeFracture.glass.segmentScale                               
105 : F32                  destructibleParameters.runtimeFracture.glass.segmentRand                                
106 : Vec3                 destructibleParameters.runtimeFracture.voronoi.dimensions                               
107 : U32                  destructibleParameters.runtimeFracture.voronoi.numCells                                 
108 : F32                  destructibleParameters.runtimeFracture.voronoi.biasExp                                  
109 : F32                  destructibleParameters.runtimeFracture.voronoi.maxDist                                  
110 : Bool                 destructibleParameters.runtimeFracture.attachment.posX                                  
111 : Bool                 destructibleParameters.runtimeFracture.attachment.negX                                  
112 : Bool                 destructibleParameters.runtimeFracture.attachment.posY                                  
113 : Bool                 destructibleParameters.runtimeFracture.attachment.negY                                  
114 : Bool                 destructibleParameters.runtimeFracture.attachment.posZ                                  
115 : Bool                 destructibleParameters.runtimeFracture.attachment.negZ                                  
116 : F32                  destructibleParameters.supportStrength                                                  
117 : I8                   destructibleParameters.legacyChunkBoundsTestSetting                                     
118 : I8                   destructibleParameters.legacyDamageRadiusSpreadSetting                                  
119 : ArraySizeName        depthParameters                                                                         
120 : Bool                 depthParameters[].OVERRIDE_IMPACT_DAMAGE                                                
121 : Bool                 depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE                                          
122 : Bool                 depthParameters[].IGNORE_POSE_UPDATES                                                   
123 : Bool                 depthParameters[].IGNORE_RAYCAST_CALLBACKS                                              
124 : Bool                 depthParameters[].IGNORE_CONTACT_CALLBACKS                                              
125 : Bool                 depthParameters[].USER_FLAG_0                                                           
126 : Bool                 depthParameters[].USER_FLAG_1                                                           
127 : Bool                 depthParameters[].USER_FLAG_2                                                           
128 : Bool                 depthParameters[].USER_FLAG_3                                                           
129 : String               crumbleEmitterName                                                                      
130 : String               dustEmitterName                                                                         
131 : String               collisionData.assetName                                                                 RefVariant[DestructibleAssetCollisionDataSet]
132 : U32                  collisionData.cookingPlatform                                                           RefVariant[DestructibleAssetCollisionDataSet]
133 : U32                  collisionData.cookingVersionNum                                                         RefVariant[DestructibleAssetCollisionDataSet]
134 : ArraySizeName        collisionData.scales                                                                    RefVariant[DestructibleAssetCollisionDataSet]
135 : Vec3                 collisionData.scales[]                                                                  RefVariant[DestructibleAssetCollisionDataSet]
136 : ArraySizeName        collisionData.meshCookedCollisionStreamsAtScale                                         RefVariant[DestructibleAssetCollisionDataSet]
137 : ArraySizeName        collisionData.meshCookedCollisionStreamsAtScale[].meshCookedCollisionStreams            RefVariant[MeshCookedCollisionStreamsAtScale]
138 : ArraySizeName        collisionData.meshCookedCollisionStreamsAtScale[].meshCookedCollisionStreams[].bytes    RefVariant[MeshCookedCollisionStream]
139 : U8                   collisionData.meshCookedCollisionStreamsAtScale[].meshCookedCollisionStreams[].bytes[]  RefVariant[MeshCookedCollisionStream]
140 : ArraySizeName        renderMeshAsset.submeshes                                                               RefVariant[RenderMeshAssetParameters]
141 : U32                  renderMeshAsset.submeshes[].vertexBuffer.vertexCount                                    RefVariant[VertexBufferParameters]
142 : U32                  renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.winding                           RefVariant[VertexFormatParameters]
143 : Bool                 renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.hasSeparateBoneBuffer             RefVariant[VertexFormatParameters]
144 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats                     RefVariant[VertexFormatParameters]
145 : String               renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].name              RefVariant[VertexFormatParameters]
146 : I32                  renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].semantic          RefVariant[VertexFormatParameters]
147 : U32                  renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].id                RefVariant[VertexFormatParameters]
148 : U32                  renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].format            RefVariant[VertexFormatParameters]
149 : U32                  renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].access            RefVariant[VertexFormatParameters]
150 : Bool                 renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].serialize         RefVariant[VertexFormatParameters]
151 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers                                        RefVariant[VertexBufferParameters]
152 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU8x1]
153 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                               RefVariant[BufferU8x1]
154 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU8x2]
155 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU8x2]
156 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU8x2]
157 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU8x3]
158 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU8x3]
159 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU8x3]
160 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                             RefVariant[BufferU8x3]
161 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU8x4]
162 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU8x4]
163 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU8x4]
164 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                             RefVariant[BufferU8x4]
165 : U8                   renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w                             RefVariant[BufferU8x4]
166 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU16x1]
167 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                               RefVariant[BufferU16x1]
168 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU16x2]
169 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU16x2]
170 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU16x2]
171 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU16x3]
172 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU16x3]
173 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU16x3]
174 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                             RefVariant[BufferU16x3]
175 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU16x4]
176 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU16x4]
177 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU16x4]
178 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                             RefVariant[BufferU16x4]
179 : U16                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w                             RefVariant[BufferU16x4]
180 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU32x1]
181 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                               RefVariant[BufferU32x1]
182 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU32x2]
183 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU32x2]
184 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU32x2]
185 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU32x3]
186 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU32x3]
187 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU32x3]
188 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                             RefVariant[BufferU32x3]
189 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferU32x4]
190 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferU32x4]
191 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferU32x4]
192 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                             RefVariant[BufferU32x4]
193 : U32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w                             RefVariant[BufferU32x4]
194 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferF32x1]
195 : F32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                               RefVariant[BufferF32x1]
196 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferF32x2]
197 : F32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferF32x2]
198 : F32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferF32x2]
199 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferF32x3]
200 : Vec3                 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                               RefVariant[BufferF32x3]
201 : ArraySizeName        renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                                 RefVariant[BufferF32x4]
202 : F32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                             RefVariant[BufferF32x4]
203 : F32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                             RefVariant[BufferF32x4]
204 : F32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                             RefVariant[BufferF32x4]
205 : F32                  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w                             RefVariant[BufferF32x4]
206 : ArraySizeName        renderMeshAsset.submeshes[].indexBuffer                                                 RefVariant[SubmeshParameters]
207 : U32                  renderMeshAsset.submeshes[].indexBuffer[]                                               RefVariant[SubmeshParameters]
208 : ArraySizeName        renderMeshAsset.submeshes[].vertexPartition                                             RefVariant[SubmeshParameters]
209 : U32                  renderMeshAsset.submeshes[].vertexPartition[]                                           RefVariant[SubmeshParameters]
210 : ArraySizeName        renderMeshAsset.submeshes[].indexPartition                                              RefVariant[SubmeshParameters]
211 : U32                  renderMeshAsset.submeshes[].indexPartition[]                                            RefVariant[SubmeshParameters]
212 : ArraySizeName        renderMeshAsset.submeshes[].smoothingGroups                                             RefVariant[SubmeshParameters]
213 : U32                  renderMeshAsset.submeshes[].smoothingGroups[]                                           RefVariant[SubmeshParameters]
214 : ArraySizeName        renderMeshAsset.materialNames                                                           RefVariant[RenderMeshAssetParameters]
215 : String               renderMeshAsset.materialNames[]                                                         RefVariant[RenderMeshAssetParameters]
216 : ArraySizeName        renderMeshAsset.partBounds                                                              RefVariant[RenderMeshAssetParameters]
217 : Bounds3              renderMeshAsset.partBounds[]                                                            RefVariant[RenderMeshAssetParameters]
218 : U32                  renderMeshAsset.textureUVOrigin                                                         RefVariant[RenderMeshAssetParameters]
219 : U32                  renderMeshAsset.boneCount                                                               RefVariant[RenderMeshAssetParameters]
220 : Bool                 renderMeshAsset.deleteStaticBuffersAfterUse                                             RefVariant[RenderMeshAssetParameters]
221 : Bool                 renderMeshAsset.isReferenced                                                            RefVariant[RenderMeshAssetParameters]
222 : U32                  initialDestructibleActorAllowanceForInstancing                                          
223 : ArraySizeName        chunkInstanceInfo                                                                       
224 : U16                  chunkInstanceInfo[].partIndex                                                           
225 : Vec3                 chunkInstanceInfo[].chunkPositionOffset                                                 
226 : Vec2                 chunkInstanceInfo[].chunkUVOffset                                                       
227 : ArraySizeName        staticMaterialNames                                                                     
228 : String               staticMaterialNames[]                                                                   
229 : F32                  neighborPadding                                                                         
230 : ArraySizeName        overlapsAtDepth                                                                         
231 : Bool                 overlapsAtDepth[].isCached                                                              RefVariant[CachedOverlaps]
232 : ArraySizeName        overlapsAtDepth[].overlaps                                                              RefVariant[CachedOverlaps]
233 : I32                  overlapsAtDepth[].overlaps[].i0                                                         RefVariant[CachedOverlaps]
234 : I32                  overlapsAtDepth[].overlaps[].i1                                                         RefVariant[CachedOverlaps]
235 : ArraySizeName        firstChunkAtDepth                                                                       
236 : U32                  firstChunkAtDepth[]                                                                     
237 : U32                  supportDepth                                                                            
238 : Bool                 formExtendedStructures                                                                  
239 : Bool                 useAssetDefinedSupport                                                                  
240 : Bool                 useWorldSupport                                                                         
241 : ArraySizeName        actorTransforms                                                                         
242 : Mat44                actorTransforms[]                                                                       
243 : ArraySizeName        scatterMeshAssets                                                                       
244 : ArraySizeName        scatterMeshAssets[].submeshes                                                           RefVariant[RenderMeshAssetParameters]
245 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.vertexCount                                RefVariant[VertexBufferParameters]
246 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.winding                       RefVariant[VertexFormatParameters]
247 : Bool                 scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.hasSeparateBoneBuffer         RefVariant[VertexFormatParameters]
248 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats                 RefVariant[VertexFormatParameters]
249 : String               scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].name          RefVariant[VertexFormatParameters]
250 : I32                  scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].semantic      RefVariant[VertexFormatParameters]
251 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].id            RefVariant[VertexFormatParameters]
252 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].format        RefVariant[VertexFormatParameters]
253 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].access        RefVariant[VertexFormatParameters]
254 : Bool                 scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].serialize     RefVariant[VertexFormatParameters]
255 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers                                    RefVariant[VertexBufferParameters]
256 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU8x1]
257 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[]                           RefVariant[BufferU8x1]
258 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU8x2]
259 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU8x2]
260 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU8x2]
261 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU8x3]
262 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU8x3]
263 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU8x3]
264 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z                         RefVariant[BufferU8x3]
265 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU8x4]
266 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU8x4]
267 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU8x4]
268 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z                         RefVariant[BufferU8x4]
269 : U8                   scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].w                         RefVariant[BufferU8x4]
270 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU16x1]
271 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[]                           RefVariant[BufferU16x1]
272 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU16x2]
273 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU16x2]
274 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU16x2]
275 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU16x3]
276 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU16x3]
277 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU16x3]
278 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z                         RefVariant[BufferU16x3]
279 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU16x4]
280 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU16x4]
281 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU16x4]
282 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z                         RefVariant[BufferU16x4]
283 : U16                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].w                         RefVariant[BufferU16x4]
284 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU32x1]
285 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[]                           RefVariant[BufferU32x1]
286 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU32x2]
287 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU32x2]
288 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU32x2]
289 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU32x3]
290 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU32x3]
291 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU32x3]
292 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z                         RefVariant[BufferU32x3]
293 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferU32x4]
294 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferU32x4]
295 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferU32x4]
296 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z                         RefVariant[BufferU32x4]
297 : U32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].w                         RefVariant[BufferU32x4]
298 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferF32x1]
299 : F32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[]                           RefVariant[BufferF32x1]
300 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferF32x2]
301 : F32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferF32x2]
302 : F32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferF32x2]
303 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferF32x3]
304 : Vec3                 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[]                           RefVariant[BufferF32x3]
305 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data                             RefVariant[BufferF32x4]
306 : F32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x                         RefVariant[BufferF32x4]
307 : F32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y                         RefVariant[BufferF32x4]
308 : F32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z                         RefVariant[BufferF32x4]
309 : F32                  scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].w                         RefVariant[BufferF32x4]
310 : ArraySizeName        scatterMeshAssets[].submeshes[].indexBuffer                                             RefVariant[SubmeshParameters]
311 : U32                  scatterMeshAssets[].submeshes[].indexBuffer[]                                           RefVariant[SubmeshParameters]
312 : ArraySizeName        scatterMeshAssets[].submeshes[].vertexPartition                                         RefVariant[SubmeshParameters]
313 : U32                  scatterMeshAssets[].submeshes[].vertexPartition[]                                       RefVariant[SubmeshParameters]
314 : ArraySizeName        scatterMeshAssets[].submeshes[].indexPartition                                          RefVariant[SubmeshParameters]
315 : U32                  scatterMeshAssets[].submeshes[].indexPartition[]                                        RefVariant[SubmeshParameters]
316 : ArraySizeName        scatterMeshAssets[].submeshes[].smoothingGroups                                         RefVariant[SubmeshParameters]
317 : U32                  scatterMeshAssets[].submeshes[].smoothingGroups[]                                       RefVariant[SubmeshParameters]
318 : ArraySizeName        scatterMeshAssets[].materialNames                                                       RefVariant[RenderMeshAssetParameters]
319 : String               scatterMeshAssets[].materialNames[]                                                     RefVariant[RenderMeshAssetParameters]
320 : ArraySizeName        scatterMeshAssets[].partBounds                                                          RefVariant[RenderMeshAssetParameters]
321 : Bounds3              scatterMeshAssets[].partBounds[]                                                        RefVariant[RenderMeshAssetParameters]
322 : U32                  scatterMeshAssets[].textureUVOrigin                                                     RefVariant[RenderMeshAssetParameters]
323 : U32                  scatterMeshAssets[].boneCount                                                           RefVariant[RenderMeshAssetParameters]
324 : Bool                 scatterMeshAssets[].deleteStaticBuffersAfterUse                                         RefVariant[RenderMeshAssetParameters]
325 : Bool                 scatterMeshAssets[].isReferenced                                                        RefVariant[RenderMeshAssetParameters]
326 : ArraySizeName        scatterMeshIndices                                                                      
327 : U8                   scatterMeshIndices[]                                                                    
328 : ArraySizeName        scatterMeshTransforms                                                                   
329 : Mat33                scatterMeshTransforms[].matrix                                                          
330 : Vec3                 scatterMeshTransforms[].vector                                                          

Member Data Documentation

'actorTransforms[]' : List of actor poses (that may contain scaling) which may be saved in the asset for convenience

List of actor poses (that may contain scaling) which may be saved in the asset for convenience.

'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 damageColoring, 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[].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.

'bounds' : The AABB of the destructible asset

The axis-aligned bounding box of the destructible asset. This is the smallest AABB which contains all chunk AABBs.

'chunkConvexHullStartIndices[]' : Map into array of convex hulls

Map into array of convex hulls. The convex hulls for chunk i are in the chunkConvexHulls array, starting at chunkConvexHulls[i], and ending at chunkConvexHulls[i+1]-1. The array length is one greater than that of chunkConvexHulls.

'chunkInstanceInfo[].chunkPositionOffset' : Translation for this chunk mesh within the asset

Translation for this chunk mesh within the asset. Normally a chunk needs no translation, but if a chunk is instanced within the asset, then this translation is needed.

'chunkInstanceInfo[].chunkUVOffset' : UV translation for this chunk mesh's vertices

UV translation for this chunk mesh's vertices.

'chunkInstanceInfo[].partIndex' : The part instanced for this chunk

The part instanced for this chunk.

'chunks[].behaviorGroupIndex' : Behavior group this chunk is associated with

Behavior group this chunk is associated with. This includes flags, damage threshold, density, impact resistance, and collision mask.

'chunks[].depth' : The depth of the chunk in the hierarchy

The depth of the chunk in the hierarchy. Level 0 chunks correspond to the unfractured (original) mesh. Level 1 chunks are their children, formed by splitting level 0 chunks, etc.

'chunks[].firstChildIndex' : The index of this chunk's first child in the hierarchy

The index of this chunk's first child in the hierarchy. All children have contiguous chunk indices, and lie in the range [firstChildIndex,firstChildIndex+numChildren-1]. If the chunk has no children, this value is undefined.

'chunks[].firstScatterMesh' : Index of first scatter mesh (in scatterMeshIndices and scatterMeshTransforms)

Index of first scatter mesh (in scatterMeshIndices and scatterMeshTransforms).

'chunks[].flags' : Flags which define individual chunk attributes

Flags which define individual chunk attributes, such as support, fractureability, etc.

'chunks[].meshPartIndex' : The corresponding mesh part for this chunk

If this chunk is not instanced, this is the corresponding mesh part for this chunk, in the NxApexRenderMeshAsset included within this destructible asset. If this chunk is instanced, this refers to the InstanceInfo in the asset (see InstanceInfo).

'chunks[].numChildren' : This chunk's number of children

This chunk's number of children. If not 0, firstChildIndex is valid (see firstChildIndex).

'chunks[].parentIndex' : The index of the chunk's parent in the hierarchy

The index of the chunk's parent in the hierarchy. If the chunk has no parent (its depth is 0), then the parentIndex is -1.

'chunks[].scatterMeshCount' : Number of scatter meshes (in scatterMeshIndices and scatterMeshTransforms)

Number of scatter meshes (in scatterMeshIndices and scatterMeshTransforms).

'chunks[].surfaceNormal' : The average surface normal of this chunk

The average surface normal of this chunk. This is the normalized average of all triangle normals which are part of the original (unfractured) mesh.

'comments' : Human-readable string which describes which tool created this asset, its version, etc.

Human-readable string which describes which tool created this asset, its version, etc.

'crumbleEmitterName' : The name of the crumble emitter to use

The name of the crumble emitter to use when crumbling the smallest chunks.

'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 damageColoring, 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.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.

'depthCount' : The number of chunk depth levels

The number of chunk depth levels. This is 1 for an unfractured mesh.

'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.

'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.

'dustEmitterName' : The name of the dust emitter to use

The name of the dust emitter to use. If defined, dust particles will be spawned above the chunk surface traces when a chunk is fractured.

'firstChunkAtDepth[]' : The first index of chunks at each depth

The first index of chunks at each depth in the hierarchy. All chunks at a given depth are stored contiguously.

'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.

'initialDestructibleActorAllowanceForInstancing' : Initial actor estimate for instance buffer allocation

Initial actor estimate for instance buffer allocation. Used for setting instance buffer sizes.

'neighborPadding' : Padding used for chunk neighbor tests.

Padding used for chunk neighbor tests. This padding is relative to the largest diagonal of the asset's local bounding box. This value must be non-negative. Default value = 0.001f.

'originalDepthCount' : The depth count when authored

The depth count when authored - this way we can tell how far it's been reduced.

'RTFractureBehaviorGroup' : The array of behavior groups referenced by chunks

The array of behavior groups referenced by chunks. Each chunk references a behavior group for chunk-specific reactions.

'scatterMeshIndices[]' : Array of indices for scatter meshes defined in the asset

Array of indices for scatter meshes defined in the asset. Valid indices must be in the range [0,N), where N is the size of the scatterMeshAssets array.

'scatterMeshTransforms[].matrix' : The matrix part of the transform, containing the (possibly scaled axis-unaligned) rotation

The matrix part of the transform, containing the (possibly scaled axis-unaligned) rotation.

'scatterMeshTransforms[].vector' : The vector part of the transform, containing a translation

The vector part of the transform, containing a translation.

'staticMaterialNames[]' : Alternative material names for the static render mesh, if it's created

Alternative material names for the static render mesh, if it's created.

'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.

'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

Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.