APEX NvParameterized Schemas: RigidBodyEffect Struct Reference

NVIDIA APEX

RigidBodyEffect Struct Reference

Describes the NxParameterized::Interface for 'RigidBodyEffect' : An effect comprised of a primitive rigid body shape. More...

#include <params.h>

List of all members.

Public Attributes

String EffectProperties.UserString
 'EffectProperties.UserString' : An aribtrary user string that can be set by an artist/designer/programmer
Bool EffectProperties.Enable
 'EffectProperties.Enable' : Whether or not this effect is to be initially enabled on startup
F32 EffectProperties.Position.TranslateX
 'EffectProperties.Position.TranslateX' : Nudge up to +/- one meter in each direction
F32 EffectProperties.Position.TranslateY
 'EffectProperties.Position.TranslateY' : Nudge up to +/- one meter in each direction
F32 EffectProperties.Position.TranslateZ
 'EffectProperties.Position.TranslateZ' : Nudge up to +/- one meter in each direction
F32 EffectProperties.Orientation.RotateX
 'EffectProperties.Orientation.RotateX' : Rotate on the X axis (0-360 degrees)
F32 EffectProperties.Orientation.RotateY
 'EffectProperties.Orientation.RotateY' : Rotate on the Y axis (0-360 degrees)
F32 EffectProperties.Orientation.RotateZ
 'EffectProperties.Orientation.RotateZ' : Rotate on the Z axis (0-360 degrees)
F32 EffectProperties.InitialDelayTime
 'EffectProperties.InitialDelayTime' : Initial time to delay before spawning this effect
F32 EffectProperties.Duration
 'EffectProperties.Duration' : The duration of the effect in secontds
U32 EffectProperties.RepeatCount
 'EffectProperties.RepeatCount' : The number of times to repeat the effect; 9999 means repeate forever
F32 EffectProperties.RepeatDelay
 'EffectProperties.RepeatDelay' : The time to delay activation each time the effect repeats in seconds; this can be different than the initial delay time
F32 EffectProperties.RandomizeRepeatTime
 'EffectProperties.RandomizeRepeatTime' : Amount of randomization to the repeat cycle; a value of zero (default) means no random and a value of one means completely random.
PlaybackMode EffectProperties.Path.PlaybackMode
 'EffectProperties.Path.PlaybackMode' : The mode to play back the path
F32 EffectProperties.Path.PathDuration
 'EffectProperties.Path.PathDuration' : The duration of the path if one is not otherwise provided
U32 EffectProperties.Path.LoopIndex
 'EffectProperties.Path.LoopIndex' : The array index to loop back to
Transform EffectProperties.Path.ControlPoints[]
 'EffectProperties.Path.ControlPoints[]' : The array of control points to fit the curve to
F32 EffectProperties.Path.Scale[].x
 'EffectProperties.Path.Scale[].x' : The x-axis value for this vector
F32 EffectProperties.Path.Scale[].y
 'EffectProperties.Path.Scale[].y' : The y-axis value for this vector
F32 EffectProperties.Path.Speed[].x
 'EffectProperties.Path.Speed[].x' : The x-axis value for this vector
F32 EffectProperties.Path.Speed[].y
 'EffectProperties.Path.Speed[].y' : The y-axis value for this vector
Type Type
 'Type' : What type of rigid body primitive this is
String CollisionFilterDataName
 'CollisionFilterDataName' : The collision filter data name
Bool Dynamic
 'Dynamic' : Whether the rigid body is dynamic or kinematic
Bool Gravity
 'Gravity' : A flag to determine if the object responds to gravity or not
Vec3 Extents
 'Extents' : The extents of the primitve, radius, height, or box dimensions XYZ
F32 Mass
 'Mass' : The mass of the object
Vec3 InitialLinearVelocity
 'InitialLinearVelocity' : The initial linear velocity (if dynamic)
Vec3 InitialAngularVelocity
 'InitialAngularVelocity' : The initial angular velocity (if dynamic)
F32 LinearDamping
 'LinearDamping' : The linear damping on the rigid body
F32 AngularDamping
 'AngularDamping' : The angular damping on the rigid body

Detailed Description

Describes the NxParameterized::Interface for 'RigidBodyEffect' : An effect comprised of a primitive rigid body shape.

RigidBodyEffect contains 34 fully qualified names
---------------------------------------------
  1 : String         EffectProperties.UserString            
  2 : Bool           EffectProperties.Enable                
  3 : F32            EffectProperties.Position.TranslateX   
  4 : F32            EffectProperties.Position.TranslateY   
  5 : F32            EffectProperties.Position.TranslateZ   
  6 : F32            EffectProperties.Orientation.RotateX   
  7 : F32            EffectProperties.Orientation.RotateY   
  8 : F32            EffectProperties.Orientation.RotateZ   
  9 : F32            EffectProperties.InitialDelayTime      
 10 : F32            EffectProperties.Duration              
 11 : U32            EffectProperties.RepeatCount           
 12 : F32            EffectProperties.RepeatDelay           
 13 : F32            EffectProperties.RandomizeRepeatTime   
 14 : PlaybackMode   EffectProperties.Path.PlaybackMode     
 15 : F32            EffectProperties.Path.PathDuration     
 16 : U32            EffectProperties.Path.LoopIndex        
 17 : ArraySizeName  ControlPoints                          
 18 : Transform      EffectProperties.Path.ControlPoints[]  
 19 : ArraySizeName  Scale                                  
 20 : F32            EffectProperties.Path.Scale[].x        
 21 : F32            EffectProperties.Path.Scale[].y        
 22 : ArraySizeName  Speed                                  
 23 : F32            EffectProperties.Path.Speed[].x        
 24 : F32            EffectProperties.Path.Speed[].y        
 25 : Type           Type                                   
 26 : String         CollisionFilterDataName                
 27 : Bool           Dynamic                                
 28 : Bool           Gravity                                
 29 : Vec3           Extents                                
 30 : F32            Mass                                   
 31 : Vec3           InitialLinearVelocity                  
 32 : Vec3           InitialAngularVelocity                 
 33 : F32            LinearDamping                          
 34 : F32            AngularDamping                         

Member Data Documentation

'AngularDamping' : The angular damping on the rigid body

'CollisionFilterDataName' : The collision filter data name

'Dynamic' : Whether the rigid body is dynamic or kinematic

'EffectProperties.Duration' : The duration of the effect in secontds

'EffectProperties.Enable' : Whether or not this effect is to be initially enabled on startup

'EffectProperties.InitialDelayTime' : Initial time to delay before spawning this effect

'EffectProperties.Orientation.RotateX' : Rotate on the X axis (0-360 degrees)

'EffectProperties.Orientation.RotateY' : Rotate on the Y axis (0-360 degrees)

'EffectProperties.Orientation.RotateZ' : Rotate on the Z axis (0-360 degrees)

'EffectProperties.Path.ControlPoints[]' : The array of control points to fit the curve to

'EffectProperties.Path.LoopIndex' : The array index to loop back to

'EffectProperties.Path.PathDuration' : The duration of the path if one is not otherwise provided

'EffectProperties.Path.PlaybackMode' : The mode to play back the path

'EffectProperties.Path.Scale[].x' : The x-axis value for this vector

'EffectProperties.Path.Scale[].y' : The y-axis value for this vector

'EffectProperties.Path.Speed[].x' : The x-axis value for this vector

'EffectProperties.Path.Speed[].y' : The y-axis value for this vector

'EffectProperties.Position.TranslateX' : Nudge up to +/- one meter in each direction

'EffectProperties.Position.TranslateY' : Nudge up to +/- one meter in each direction

'EffectProperties.Position.TranslateZ' : Nudge up to +/- one meter in each direction

'EffectProperties.RandomizeRepeatTime' : Amount of randomization to the repeat cycle; a value of zero (default) means no random and a value of one means completely random.

'EffectProperties.RepeatCount' : The number of times to repeat the effect; 9999 means repeate forever

'EffectProperties.RepeatDelay' : The time to delay activation each time the effect repeats in seconds; this can be different than the initial delay time

'EffectProperties.UserString' : An aribtrary user string that can be set by an artist/designer/programmer

'Extents' : The extents of the primitve, radius, height, or box dimensions XYZ

'Gravity' : A flag to determine if the object responds to gravity or not

'InitialAngularVelocity' : The initial angular velocity (if dynamic)

'InitialLinearVelocity' : The initial linear velocity (if dynamic)

'LinearDamping' : The linear damping on the rigid body

'Mass' : The mass of the object

'Type' : What type of rigid body primitive this is


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

Generated on Fri Dec 15 2017 13:59:11

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