APEX NvParameterized Schemas: DestructibleModuleParameters Struct Reference

NVIDIA APEX

DestructibleModuleParameters Struct Reference

Describes the NxParameterized::Interface for 'DestructibleModuleParameters' : This class is used for initializing the NxModuleDestructible. More...

#include <params.h>

List of all members.

Public Attributes

U32 maxDynamicChunkIslandCount
 'maxDynamicChunkIslandCount' : The maximum number of dynamic NxActors that will be allowed to be active per NxApexScene. A value of 0 (the default) is interpreted as no limit.
Bool sortFIFOByBenefit
 'sortFIFOByBenefit' : Instead of keeping the maxCount youngest, use maxCount largest benefit if this is true.
F32 validBoundsPadding
 'validBoundsPadding' : The padding applied to the combined scene valid bounds and NxDestructible actor bounds. The final combined and passed bounds is used to cull NxActors
F32 maxChunkSeparationLOD
 'maxChunkSeparationLOD' : Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.
U32 maxActorCreatesPerFrame
 'maxActorCreatesPerFrame' : Lets the user throttle the number of SDK actor creates per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).
U32 maxChunkDepthOffset
 'maxChunkDepthOffset' : Effectively eliminates the higher level (smaller) chunks from NxDestructibleAssets (see NxDestructibleAsset).
F32 massScale
 'massScale' : Used with scaledMassExponent for scaling dynamic chunk masses.
F32 scaledMassExponent
 'scaledMassExponent' : Used with massScale for scaling dynamic chunk masses.

Detailed Description

Describes the NxParameterized::Interface for 'DestructibleModuleParameters' : This class is used for initializing the NxModuleDestructible.

DestructibleModuleParameters contains 8 fully qualified names
---------------------------------------------
  1 : U32   maxDynamicChunkIslandCount  
  2 : Bool  sortFIFOByBenefit           
  3 : F32   validBoundsPadding          
  4 : F32   maxChunkSeparationLOD       
  5 : U32   maxActorCreatesPerFrame     
  6 : U32   maxChunkDepthOffset         
  7 : F32   massScale                   
  8 : F32   scaledMassExponent          

Member Data Documentation

'massScale' : Used with scaledMassExponent for scaling dynamic chunk masses.

Used with scaledMassExponent for scaling dynamic chunk masses. The 'real' mass m of a chunk is calculated by the destructible actor's density multiplied by the total volume of the chunk's (scaled) collision shapes. The mass used in the simulation is massScale*pow(m/massScale,scaledMassExponent). Values less than 1 have the effect of reducing the ratio of different masses. The closer scaledMassExponent is to zero, the more the ratio will be 'flattened.' This helps PhysX converge when there is a very large number of interacting rigid bodies (such as a pile of destructible chunks). Valid range: (0,infinity). Default = 1.0.

'maxActorCreatesPerFrame' : Lets the user throttle the number of SDK actor creates per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).

'maxChunkDepthOffset' : Effectively eliminates the higher level (smaller) chunks from NxDestructibleAssets (see NxDestructibleAsset).

If maxChunkDepthOffset = 0, all chunks can be fractured. If maxChunkDepthOffset = 1, the highest level (smallest) chunks are eliminated, etc. This prevents too many chunks from being formed. In other words, the higher maxChunkDepthOffset, the lower the LOD.

'maxChunkSeparationLOD' : Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.

Chunk islands are destroyed after this time or separation from their origins. This parameter sets the lifetimes and max separations within their min-max ranges. The valid range is [0,1]. Default is 0.5.

'maxDynamicChunkIslandCount' : The maximum number of dynamic NxActors that will be allowed to be active per NxApexScene. A value of 0 (the default) is interpreted as no limit.

'scaledMassExponent' : Used with massScale for scaling dynamic chunk masses.

Used with massScale for scaling dynamic chunk masses. The 'real' mass m of a chunk is calculated by the destructible actor's density multiplied by the total volume of the chunk's (scaled) collision shapes. The mass used in the simulation is massScale*pow(m/massScale,scaledMassExponent). Values less than 1 have the effect of reducing the ratio of different masses. The closer scaledMassExponent is to zero, the more the ratio will be 'flattened.' This helps PhysX converge when there is a very large number of interacting rigid bodies (such as a pile of destructible chunks). Valid range: (0,1]. Default = 0.5.

'sortFIFOByBenefit' : Instead of keeping the maxCount youngest, use maxCount largest benefit if this is true.

'validBoundsPadding' : The padding applied to the combined scene valid bounds and NxDestructible actor bounds. The final combined and passed bounds is used to cull NxActors


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

Generated on Fri Dec 15 2017 13:59:11

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