Nv::Blast::ExtImpactSettings Struct Reference

#include <NvBlastExtImpactDamageManager.h>

List of all members.

Public Member Functions

 ExtImpactSettings ()

Public Attributes

float damageFalloffRadiusFactor
 damage attenuation radius factor. Given a radius R for full damage, for [R, R * damageFalloffRadiusFactor] radius interval damage attenuates down to zero at the outer radius.
ExtImpactDamageFunction damageFunction
 custom damage function, can be nullptr, default internal one will be used in that case.
void * damageFunctionData
 data to be passed in custom damage function.
float damageRadiusMax
 the maximum radius in which full damage is applied.
float damageThresholdMax
 maximum damage fraction threshold to be applied. Range [0, 1]. For example 0.8 won't allow more then 80% of health damage to be applied.
float damageThresholdMin
 minimum damage fraction threshold to be applied. Range [0, 1]. For example 0.1 filters all damage below 10% of health.
float hardness
 hardness of material for impact damage. Damage = impulse / hardness . This damage is capped by the material's health.
bool isSelfCollissionEnabled
 family's self collision enabled.
bool shearDamage
 use shear damage program (otherwise simple radial damage is used)


Detailed Description

Impact Damage Manager Settings.

Constructor & Destructor Documentation

Nv::Blast::ExtImpactSettings::ExtImpactSettings (  )  [inline]


Member Data Documentation

damage attenuation radius factor. Given a radius R for full damage, for [R, R * damageFalloffRadiusFactor] radius interval damage attenuates down to zero at the outer radius.

custom damage function, can be nullptr, default internal one will be used in that case.

data to be passed in custom damage function.

the maximum radius in which full damage is applied.

maximum damage fraction threshold to be applied. Range [0, 1]. For example 0.8 won't allow more then 80% of health damage to be applied.

minimum damage fraction threshold to be applied. Range [0, 1]. For example 0.1 filters all damage below 10% of health.

hardness of material for impact damage. Damage = impulse / hardness . This damage is capped by the material's health.

family's self collision enabled.

use shear damage program (otherwise simple radial damage is used)


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