APEX Framework: FractureTools::FractureVoronoiDesc Struct Reference

NVIDIA APEX

FractureTools::FractureVoronoiDesc Struct Reference

#include <FractureToolsStructs.h>

List of all members.

Public Types

enum  NoiseMode {
  NoiseWavePlane = 0,
  NoisePerlin2D,
  NoisePerlin3D,
  NoiseModeCount
}

Public Member Functions

 FractureVoronoiDesc ()
void setToDefault ()

Public Attributes

unsigned siteCount
const physx::PxVec3 * sites
const uint32_t * chunkIndices
NoiseParameters faceNoise
bool instanceChunks
bool useDisplacementMaps
unsigned noiseMode
float minimumChunkSize
nvidia::FractureMaterialDesc materialDesc

Detailed Description

FractureVoronoiDesc

Descriptor for Voronoi decomposition fracturing.


Member Enumeration Documentation

Enum describing creation of displacement maps.


Constructor & Destructor Documentation

FractureTools::FractureVoronoiDesc::FractureVoronoiDesc ( ) [inline]

Constructor sets defaults


Member Function Documentation

void FractureTools::FractureVoronoiDesc::setToDefault ( ) [inline]

Sets the default values:

siteCount = 0; sites = NULL; chunkIndices = NULL; faceNoise.setToDefault(); instanceChunks = false; useDisplacementMaps = false; noiseMode = NoiseWavePlane; minimumChunkSize = 0.0f; materialDesc.setToDefault();


Member Data Documentation

Array of chunk indices to associate with each site. If this pointer is NULL, then all sites will be used to split all chunks relevant to the splitting operation. Otherwise, the chunkIndices array must be of length siteCount.

Describes the characteristics of the interior surfaces. If the noise is 0, the cutting surface will smooth. Otherwise, there will be some variation, or roughness, to the surface.

Note: this noise is applied only to the graphics of the chunks. The chunks' collision volumes AND the chunks' children (if fractured further) will NOT be affected by this noise.

If instanceChunks is true, corresponding chunks in different destructible actors will be instanced.

Material application descriptor used for each slice. Note: the U-direction and UV offset in the descriptor will be ignored - UV mapping is done in arbitrary orientation and translation on each chunk face.

Smallest size allowed for chunks, as measured by their bounding sphere diameters. The sizes are interpreted as fractions of the unfractured mesh's bounding sphere diameter. Chunks created by fracturing which are smaller than this limit will be removed. Note - this will leave holes at the given depth. Default = 0, which disables this feature.

The noise mode. If displacement maps are enabled, NoisePerlin3D will be used.

Number of cell sites in the sites array. Must be positive.

Array of cell sites. The length of this array is given by siteCount.

If true, slice geometry and noise will be stored in a separate displacement offset buffer.


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

Generated on Fri Dec 15 2017 13:58:36

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