APEX NvParameterized Schemas: GroundEmitterAssetParameters Struct Reference

NVIDIA APEX

GroundEmitterAssetParameters Struct Reference

Describes the NxParameterized::Interface for 'GroundEmitterAssetParameters' : This class is parameter storage for the NxGroundEmitterAsset. More...

#include <params.h>

List of all members.

Public Attributes

F32 densityRange.min
 'densityRange.min' : Helpful documentation goes here
F32 densityRange.max
 'densityRange.max' : Helpful documentation goes here
Vec3 velocityRange.min
 'velocityRange.min' : Helpful documentation goes here
Vec3 velocityRange.max
 'velocityRange.max' : Helpful documentation goes here
F32 lifetimeRange.min
 'lifetimeRange.min' : Helpful documentation goes here
F32 lifetimeRange.max
 'lifetimeRange.max' : Helpful documentation goes here
F32 radius
 'radius' : Radius
F32 raycastHeight
 'raycastHeight' : Raycast Height
F32 spawnHeight
 'spawnHeight' : Spawn Height
U32 maxRaycastsPerFrame
 'maxRaycastsPerFrame' : Maximum Raycasts per Frame
String raycastCollisionGroupMaskName
 'raycastCollisionGroupMaskName' : Raycast Collision Group Mask Name
Ref materialFactoryMapList[].iofxAssetName
 'materialFactoryMapList[].iofxAssetName' : The name of the instanced object effects asset that will render your particles
Ref materialFactoryMapList[].iosAssetName
 'materialFactoryMapList[].iosAssetName' : The asset name of the particle system that will simulate your particles
String materialFactoryMapList[].physMatName
 'materialFactoryMapList[].physMatName' : User defined material name. The ground emitter will convert this name into an * NxMaterialID at runtime by a getResource() call to the named resource provider under the namespace "NSPhysicalMaterial" * Note this is the physical material, not rendering material.
F32 materialFactoryMapList[].weight
 'materialFactoryMapList[].weight' : The weight of this factory relative to other factories on the same material
F32 materialFactoryMapList[].maxSlopeAngle
 'materialFactoryMapList[].maxSlopeAngle' : The maximum slope at which particles will be added to the surface in degrees where 0 is horizontal and 90 is vertical.
U32 materialFactoryMapList[].lodParamDesc.version
 'materialFactoryMapList[].lodParamDesc.version' : Helpful documentation goes here
F32 materialFactoryMapList[].lodParamDesc.maxDistance
 'materialFactoryMapList[].lodParamDesc.maxDistance' : Objects greater than this distance from the player will be culled more aggressively
F32 materialFactoryMapList[].lodParamDesc.distanceWeight
 'materialFactoryMapList[].lodParamDesc.distanceWeight' : Weight given to distance parameter in LOD function
F32 materialFactoryMapList[].lodParamDesc.speedWeight
 'materialFactoryMapList[].lodParamDesc.speedWeight' : Weight given to velocity parameter in LOD function
F32 materialFactoryMapList[].lodParamDesc.lifeWeight
 'materialFactoryMapList[].lodParamDesc.lifeWeight' : Weight given to life remain parameter in LOD function
F32 materialFactoryMapList[].lodParamDesc.separationWeight
 'materialFactoryMapList[].lodParamDesc.separationWeight' : Weight given to separation parameter in LOD function
F32 materialFactoryMapList[].lodParamDesc.bias
 'materialFactoryMapList[].lodParamDesc.bias' : Bias given to objects spawned by this emitter, relative to other emitters in the same IOS

Detailed Description

Describes the NxParameterized::Interface for 'GroundEmitterAssetParameters' : This class is parameter storage for the NxGroundEmitterAsset.

GroundEmitterAssetParameters contains 24 fully qualified names
---------------------------------------------
  1 : F32            densityRange.min                                        
  2 : F32            densityRange.max                                        
  3 : Vec3           velocityRange.min                                       
  4 : Vec3           velocityRange.max                                       
  5 : F32            lifetimeRange.min                                       
  6 : F32            lifetimeRange.max                                       
  7 : F32            radius                                                  
  8 : F32            raycastHeight                                           
  9 : F32            spawnHeight                                             
 10 : U32            maxRaycastsPerFrame                                     
 11 : String         raycastCollisionGroupMaskName                           
 12 : ArraySizeName  materialFactoryMapList                                  
 13 : Ref            materialFactoryMapList[].iofxAssetName                  
 14 : Ref            materialFactoryMapList[].iosAssetName                   
 15 : String         materialFactoryMapList[].physMatName                    
 16 : F32            materialFactoryMapList[].weight                         
 17 : F32            materialFactoryMapList[].maxSlopeAngle                  
 18 : U32            materialFactoryMapList[].lodParamDesc.version           
 19 : F32            materialFactoryMapList[].lodParamDesc.maxDistance       
 20 : F32            materialFactoryMapList[].lodParamDesc.distanceWeight    
 21 : F32            materialFactoryMapList[].lodParamDesc.speedWeight       
 22 : F32            materialFactoryMapList[].lodParamDesc.lifeWeight        
 23 : F32            materialFactoryMapList[].lodParamDesc.separationWeight  
 24 : F32            materialFactoryMapList[].lodParamDesc.bias              

Member Data Documentation

'densityRange.max' : Helpful documentation goes here

'densityRange.min' : Helpful documentation goes here

'lifetimeRange.max' : Helpful documentation goes here

'lifetimeRange.min' : Helpful documentation goes here

'materialFactoryMapList[].iofxAssetName' : The name of the instanced object effects asset that will render your particles

'materialFactoryMapList[].iosAssetName' : The asset name of the particle system that will simulate your particles

'materialFactoryMapList[].lodParamDesc.bias' : Bias given to objects spawned by this emitter, relative to other emitters in the same IOS

'materialFactoryMapList[].lodParamDesc.distanceWeight' : Weight given to distance parameter in LOD function

'materialFactoryMapList[].lodParamDesc.lifeWeight' : Weight given to life remain parameter in LOD function

'materialFactoryMapList[].lodParamDesc.maxDistance' : Objects greater than this distance from the player will be culled more aggressively

'materialFactoryMapList[].lodParamDesc.separationWeight' : Weight given to separation parameter in LOD function

'materialFactoryMapList[].lodParamDesc.speedWeight' : Weight given to velocity parameter in LOD function

'materialFactoryMapList[].lodParamDesc.version' : Helpful documentation goes here

'materialFactoryMapList[].maxSlopeAngle' : The maximum slope at which particles will be added to the surface in degrees where 0 is horizontal and 90 is vertical.

'materialFactoryMapList[].physMatName' : User defined material name. The ground emitter will convert this name into an * NxMaterialID at runtime by a getResource() call to the named resource provider under the namespace "NSPhysicalMaterial" * Note this is the physical material, not rendering material.

'materialFactoryMapList[].weight' : The weight of this factory relative to other factories on the same material

'maxRaycastsPerFrame' : Maximum Raycasts per Frame

The maximum raycasts per frame.

'radius' : Radius

The ground emitter actor will create objects within a circle of size 'radius'.

'raycastCollisionGroupMaskName' : Raycast Collision Group Mask Name

Defines a bitmask of collision groups for the raycasts around the player. If none is provided, the raycast will hit everything in the scene. This name will be resolved into a bitmask of collision group IDs by a call to the named resource provider using both the 'NSCollisionGroupMask' and 'NSCollisionGroup128' namespaces. This avoids storing fragile enums in asset files. The collision groups and collision group mask and 128 bit NxGroupsMask can be set directly on NxGroundEmitterActors.

'raycastHeight' : Raycast Height

The height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'.

'spawnHeight' : Spawn Height

The height above the ground to emit particles. If greater than 0, the ground emitter will refresh a disc above the player's position rather than refreshing a circle around the player's position.

'velocityRange.max' : Helpful documentation goes here

'velocityRange.min' : Helpful documentation goes here


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

Generated on Fri Dec 15 2017 13:59:11

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