This application can load model file sets that are generated by the ApexImporter or AuthoringTool tools. A valid file set for this sample is one of the following:
-t PATHNAME -n ASSETNAME -p "X Y Z" -r "AX AY AZ ANGLE"
Here, PATHNAME is the path to the directory containing the {.blast, .obj} or {.blast, .fbx} file set (described above). ASSETNAME is the common name of those files. (X, Y, Z) is the translation to give to the actor that is created. (AX, AY, AZ, ANGLE) is the rotation axis and angle (in degrees) to apply to the actor.
-x FILENAME
Running the application with no commandline arguments, the viewer will load samples/resources/configs/assets.xml by default. This file references the models in the subdirectories of samples/resources/models.
The menu is displayed using an overlay on the left side of the screen. It is divided into many submenus, which are described below.
In any scene, you may press 'F' to fire a box into the scene in the direction the camera is pointing.
You may also press SPACE to toggle between damage and drag mode. (The mode is shown at the top of the screen.) In drag mode, dynamic objects can be manipulated by placing the mouse cursor over them, and using Left Mouse / Drag to pull on the object. In damage mode, left-clicking a destructible actor will apply damage to it.
You may select between three different damage tools using the 1, 2, and 3 keys. Each will color the damage sphere (shown at the mouse hit location) a different color:
You may change the size of the damage sphere using the center mouse wheel, or the Damage Tool menu (see below).
Right mouse button-drag to rotate the camera, and move using W, S, A, and D for forward, back, left, and right, respectively. Q and E move the camera down and up, relative to the current orientation.
Pressing 'R' will reset the scene. Pressing 'P' toggles physical simulation.
In Replace mode (the default, set by radio button), selecting assets in the Assets list will remove all destructible actors from the scene and insert the selected one. In Append mode (the other radio button), selecting a new asset will insert its actor into the scene while keeping the others as well.
You may also select actors in the Scene Actors list, and remove (or reload) the actor using the buttons below the list. Reloading an actor will restore it to its unfractured state.
Note, in addition to destructible actors, the Scene Actors list shows the boxes that were fired into the scene using the 'F' key. Holding down the 'F' key "charges" the throw, increasing the cube's speed the longer you hold down the key. You may remove the cubes using the scene controls. All cubes will be removed when the scene is reset.
The Blast Material properties are used by the various damage tools available.
A stress solver may be enabled by selcting the Stress Solver Enabled checkbox. When enabled, you will be presented with several options. NOTE: you must then select the Stress Damage Enabled checkbox in order to allow stress to do damage to the actors in the scene.
Bond Iterations Per Frame - is max amount of bonds allowed to be processed in one frame. The higher this value, the better quality of stress solver, but the time taken by it is increased linearly. 9You can check this timing in Stats submenu.) Using this value stress solver takes a fixed amount of CPU time on assets of any size. So the more complex an asset is (the more bonds it has) the less total iterations (on all bonds) are made.
Use graph reduction level param to simplify stress graph for large assets. You can look at stress graph by using the Debug Render submenu. Stress linear and angular factors are corresponded to the amount of damage to be applied on bonds from linear and angular momentum of stress on every bond.
Replay control section allows to control recording and replaying Blast™ events. It demonstrates the usage of ExtSync extension. You may start/stop recording of Blast™ events (damage, split). If you toggle to sync initial actors, once recording starts, the full Blast™ state is saved.
The Fragility setting is a multiplier that turns impact forces into damage amounts.
You can toggle to pass impact damage to stress solver instead of just applying it with simple damage shader. Impact impulse will be passed to stress graph and damage will be applied according to stress solver settings mentioned above.
When dragging static actors (with mouse dragging tool) stress impulse is also applied on stress graph. Use Dragging To Stress Factor to tune the amount.
You can limit rigid body count with next setting, all the actors created above this count will be ignored.
The "Last X" times shown at the end of this list record the time spent during the last damage or split calls. These are broken down into sections, each contributing to the parent time. "Child" function times are denoted by indentation.
You may select the debug render options from the Blast Debug Render Mode dropdown. Note: pressing 'I' will cycle through this menu:
If a suitable GPU is available, GPU Physics may be enabled using the Use GPU Physics control.
See Copyrights for license information regarding third-party software used by the samples.