Public Attributes
DestructibleActorState Struct Reference

Describes the NxParameterized::Interface for 'DestructibleActorState' : More...

#include <params.h>

List of all members.

Public Attributes

Bool enableCrumbleEmitter
 'enableCrumbleEmitter' : Whether or not the crumble emitter is active
Bool enableDustEmitter
 'enableDustEmitter' : Whether or not the dust emitter is active
F32 internalLODWeights.maxDistance
 'internalLODWeights.maxDistance' : Helpful documentation goes here
F32 internalLODWeights.distanceWeight
 'internalLODWeights.distanceWeight' : Helpful documentation goes here
F32 internalLODWeights.maxAge
 'internalLODWeights.maxAge' : Helpful documentation goes here
F32 internalLODWeights.ageWeight
 'internalLODWeights.ageWeight' : Helpful documentation goes here
F32 internalLODWeights.bias
 'internalLODWeights.bias' : Helpful documentation goes here
U32 lod
 'lod' : Destructible actor LOD
Bool forceLod
 'forceLod' : Whether or not to force LOD behavior on the actor
F32 destructibleParameters.damageCap
 'destructibleParameters.damageCap' : Limits the amount of damage applied to a chunk.
F32 destructibleParameters.forceToDamage
 'destructibleParameters.forceToDamage' : Multiplier to calculate applied damage from an impact.
F32 destructibleParameters.impactVelocityThreshold
 'destructibleParameters.impactVelocityThreshold' : Large impact force may be reported if rigid bodies are spawned inside one another.
U32 destructibleParameters.minimumFractureDepth
 'destructibleParameters.minimumFractureDepth' : The chunks will not be broken free below this depth.
I32 destructibleParameters.impactDamageDefaultDepth
 'destructibleParameters.impactDamageDefaultDepth' : The default depth to which chunks will take impact damage.
I32 destructibleParameters.debrisDepth
 'destructibleParameters.debrisDepth' : The chunk hierarchy depth at which chunks are considered to be 'debris.'
U32 destructibleParameters.essentialDepth
 'destructibleParameters.essentialDepth' : The chunk hierarchy depth up to which chunks will always be processed
F32 destructibleParameters.debrisLifetimeMin
 'destructibleParameters.debrisLifetimeMin' : Minimum time to destroy debris
F32 destructibleParameters.debrisLifetimeMax
 'destructibleParameters.debrisLifetimeMax' : Maximum time to destroy debris
F32 destructibleParameters.debrisMaxSeparationMin
 'destructibleParameters.debrisMaxSeparationMin' : Minimum separation distance
F32 destructibleParameters.debrisMaxSeparationMax
 'destructibleParameters.debrisMaxSeparationMax' : Minimum separation distance
F32 destructibleParameters.debrisDestructionProbability
 'destructibleParameters.debrisDestructionProbability' : The probablity that a debris chunk, when fractured, will simply be destroyed
Bounds3 destructibleParameters.validBounds
 'destructibleParameters.validBounds' : valid bounding region for debris
F32 destructibleParameters.maxChunkSpeed
 'destructibleParameters.maxChunkSpeed' : Maximum speed of a chunk
Bool destructibleParameters.flags.ACCUMULATE_DAMAGE
 'destructibleParameters.flags.ACCUMULATE_DAMAGE' : Determines if chunks accumulate damage
Bool destructibleParameters.flags.DEBRIS_TIMEOUT
 'destructibleParameters.flags.DEBRIS_TIMEOUT' : Whether or not chunks at or deeper than the 'debris' depth will timeout
Bool destructibleParameters.flags.DEBRIS_MAX_SEPARATION
 'destructibleParameters.flags.DEBRIS_MAX_SEPARATION' : Whether or not chunks at or deeper than the 'debris' depth will be removed if separated too far
Bool destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS
 'destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS' : If set, the smallest chunks may be further broken down
Bool destructibleParameters.flags.ACCURATE_RAYCASTS
 'destructibleParameters.flags.ACCURATE_RAYCASTS' : If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit
Bool destructibleParameters.flags.USE_VALID_BOUNDS
 'destructibleParameters.flags.USE_VALID_BOUNDS' : If set, the validBounds field of NxDestructibleParameters will be used.
Bool destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE
 'destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE' : If set, crumbled chunks will use the runtime fracture pipeline.
F32 destructibleParameters.fractureImpulseScale
 'destructibleParameters.fractureImpulseScale' : Scale factor used to apply an impulse force along the normal of chunk when fractured.
U16 destructibleParameters.damageDepthLimit
 'destructibleParameters.damageDepthLimit' : How deep in the hierarchy damage will be propagated, relative to the chunk hit.
U16 destructibleParameters.dynamicChunkDominanceGroup
 'destructibleParameters.dynamicChunkDominanceGroup' : Optional dominance group for dynamic chunks created when fractured.
Bool destructibleParameters.dynamicChunksGroupsMask.useGroupsMask
 'destructibleParameters.dynamicChunksGroupsMask.useGroupsMask' : Whether or not the groupsMask should be used
U32 destructibleParameters.dynamicChunksGroupsMask.bits0
 'destructibleParameters.dynamicChunksGroupsMask.bits0' : bits0 of the groups mask
U32 destructibleParameters.dynamicChunksGroupsMask.bits1
 'destructibleParameters.dynamicChunksGroupsMask.bits1' : bits1 of the groups mask
U32 destructibleParameters.dynamicChunksGroupsMask.bits2
 'destructibleParameters.dynamicChunksGroupsMask.bits2' : bits2 of the groups mask
U32 destructibleParameters.dynamicChunksGroupsMask.bits3
 'destructibleParameters.dynamicChunksGroupsMask.bits3' : bits3 of the groups mask
Bool destructibleParameters.runtimeFracture.sheetFracture
 'destructibleParameters.runtimeFracture.sheetFracture' : If true, align fracture pattern to largest face
U32 destructibleParameters.runtimeFracture.depthLimit
 'destructibleParameters.runtimeFracture.depthLimit' : Number of times deep a chunk can be fractured.
Bool destructibleParameters.runtimeFracture.destroyIfAtDepthLimit
 'destructibleParameters.runtimeFracture.destroyIfAtDepthLimit' : Destroy chunk if at depth limit
F32 destructibleParameters.runtimeFracture.minConvexSize
 'destructibleParameters.runtimeFracture.minConvexSize' : Minimum Convex Size.
F32 destructibleParameters.runtimeFracture.impulseScale
 'destructibleParameters.runtimeFracture.impulseScale' : Scales impulse applied by a fracture.
U32 destructibleParameters.runtimeFracture.glass.numSectors
 'destructibleParameters.runtimeFracture.glass.numSectors' : Number of angular slices.
F32 destructibleParameters.runtimeFracture.glass.sectorRand
 'destructibleParameters.runtimeFracture.glass.sectorRand' : Creates variance in the angle of slices.
F32 destructibleParameters.runtimeFracture.glass.firstSegmentSize
 'destructibleParameters.runtimeFracture.glass.firstSegmentSize' : The minimum shard size.
F32 destructibleParameters.runtimeFracture.glass.segmentScale
 'destructibleParameters.runtimeFracture.glass.segmentScale' : Scales the radial spacing.
F32 destructibleParameters.runtimeFracture.glass.segmentRand
 'destructibleParameters.runtimeFracture.glass.segmentRand' : Creates variance in the radial size of shards.
Bool destructibleParameters.runtimeFracture.attachment.posX
 'destructibleParameters.runtimeFracture.attachment.posX' : Attach to positive x side of sheet.
Bool destructibleParameters.runtimeFracture.attachment.negX
 'destructibleParameters.runtimeFracture.attachment.negX' : Attach to negative x side of sheet.
Bool destructibleParameters.runtimeFracture.attachment.posY
 'destructibleParameters.runtimeFracture.attachment.posY' : Attach to positive y side of sheet.
Bool destructibleParameters.runtimeFracture.attachment.negY
 'destructibleParameters.runtimeFracture.attachment.negY' : Attach to negative y side of sheet.
Bool destructibleParameters.runtimeFracture.attachment.posZ
 'destructibleParameters.runtimeFracture.attachment.posZ' : Attach to positive z side of sheet.
Bool destructibleParameters.runtimeFracture.attachment.negZ
 'destructibleParameters.runtimeFracture.attachment.negZ' : Attach to negative z side of sheet.
F32 destructibleParameters.supportStrength
 'destructibleParameters.supportStrength' : The support strength threshold for breaking chunks in stressSolver
U64 userData
 'userData' : Optional user data pointer
DestructibleActorParam actorParameters
 'actorParameters' :
DestructibleActorChunks actorChunks
 'actorChunks' :

Detailed Description

Describes the NxParameterized::Interface for 'DestructibleActorState' :

DestructibleActorState contains 312 fully qualified names
---------------------------------------------
  1 : Bool           enableCrumbleEmitter                                                                              
  2 : Bool           enableDustEmitter                                                                                 
  3 : F32            internalLODWeights.maxDistance                                                                    
  4 : F32            internalLODWeights.distanceWeight                                                                 
  5 : F32            internalLODWeights.maxAge                                                                         
  6 : F32            internalLODWeights.ageWeight                                                                      
  7 : F32            internalLODWeights.bias                                                                           
  8 : U32            lod                                                                                               
  9 : Bool           forceLod                                                                                          
 10 : F32            destructibleParameters.damageCap                                                                  
 11 : F32            destructibleParameters.forceToDamage                                                              
 12 : F32            destructibleParameters.impactVelocityThreshold                                                    
 13 : U32            destructibleParameters.minimumFractureDepth                                                       
 14 : I32            destructibleParameters.impactDamageDefaultDepth                                                   
 15 : I32            destructibleParameters.debrisDepth                                                                
 16 : U32            destructibleParameters.essentialDepth                                                             
 17 : F32            destructibleParameters.debrisLifetimeMin                                                          
 18 : F32            destructibleParameters.debrisLifetimeMax                                                          
 19 : F32            destructibleParameters.debrisMaxSeparationMin                                                     
 20 : F32            destructibleParameters.debrisMaxSeparationMax                                                     
 21 : F32            destructibleParameters.debrisDestructionProbability                                               
 22 : Bounds3        destructibleParameters.validBounds                                                                
 23 : F32            destructibleParameters.maxChunkSpeed                                                              
 24 : Bool           destructibleParameters.flags.ACCUMULATE_DAMAGE                                                    
 25 : Bool           destructibleParameters.flags.DEBRIS_TIMEOUT                                                       
 26 : Bool           destructibleParameters.flags.DEBRIS_MAX_SEPARATION                                                
 27 : Bool           destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS                                              
 28 : Bool           destructibleParameters.flags.ACCURATE_RAYCASTS                                                    
 29 : Bool           destructibleParameters.flags.USE_VALID_BOUNDS                                                     
 30 : Bool           destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE                                         
 31 : F32            destructibleParameters.fractureImpulseScale                                                       
 32 : U16            destructibleParameters.damageDepthLimit                                                           
 33 : U16            destructibleParameters.dynamicChunkDominanceGroup                                                 
 34 : Bool           destructibleParameters.dynamicChunksGroupsMask.useGroupsMask                                      
 35 : U32            destructibleParameters.dynamicChunksGroupsMask.bits0                                              
 36 : U32            destructibleParameters.dynamicChunksGroupsMask.bits1                                              
 37 : U32            destructibleParameters.dynamicChunksGroupsMask.bits2                                              
 38 : U32            destructibleParameters.dynamicChunksGroupsMask.bits3                                              
 39 : Bool           destructibleParameters.runtimeFracture.sheetFracture                                              
 40 : U32            destructibleParameters.runtimeFracture.depthLimit                                                 
 41 : Bool           destructibleParameters.runtimeFracture.destroyIfAtDepthLimit                                      
 42 : F32            destructibleParameters.runtimeFracture.minConvexSize                                              
 43 : F32            destructibleParameters.runtimeFracture.impulseScale                                               
 44 : U32            destructibleParameters.runtimeFracture.glass.numSectors                                           
 45 : F32            destructibleParameters.runtimeFracture.glass.sectorRand                                           
 46 : F32            destructibleParameters.runtimeFracture.glass.firstSegmentSize                                     
 47 : F32            destructibleParameters.runtimeFracture.glass.segmentScale                                         
 48 : F32            destructibleParameters.runtimeFracture.glass.segmentRand                                          
 49 : Bool           destructibleParameters.runtimeFracture.attachment.posX                                            
 50 : Bool           destructibleParameters.runtimeFracture.attachment.negX                                            
 51 : Bool           destructibleParameters.runtimeFracture.attachment.posY                                            
 52 : Bool           destructibleParameters.runtimeFracture.attachment.negY                                            
 53 : Bool           destructibleParameters.runtimeFracture.attachment.posZ                                            
 54 : Bool           destructibleParameters.runtimeFracture.attachment.negZ                                            
 55 : F32            destructibleParameters.supportStrength                                                            
 56 : U64            userData                                                                                          
 57 : String         actorParameters.crumbleEmitterName                                                                RefVariant[DestructibleActorParam]
 58 : F32            actorParameters.crumbleParticleSpacing                                                            RefVariant[DestructibleActorParam]
 59 : String         actorParameters.dustEmitterName                                                                   RefVariant[DestructibleActorParam]
 60 : F32            actorParameters.dustParticleSpacing                                                               RefVariant[DestructibleActorParam]
 61 : Mat34          actorParameters.globalPose                                                                        RefVariant[DestructibleActorParam]
 62 : Vec3           actorParameters.scale                                                                             RefVariant[DestructibleActorParam]
 63 : Bool           actorParameters.dynamic                                                                           RefVariant[DestructibleActorParam]
 64 : U32            actorParameters.supportDepth                                                                      RefVariant[DestructibleActorParam]
 65 : Bool           actorParameters.formExtendedStructures                                                            RefVariant[DestructibleActorParam]
 66 : Bool           actorParameters.keepPreviousFrameBoneBuffer                                                       RefVariant[DestructibleActorParam]
 67 : Bool           actorParameters.doNotCreateRenderable                                                             RefVariant[DestructibleActorParam]
 68 : Bool           actorParameters.useAssetDefinedSupport                                                            RefVariant[DestructibleActorParam]
 69 : Bool           actorParameters.useWorldSupport                                                                   RefVariant[DestructibleActorParam]
 70 : Bool           actorParameters.renderStaticChunksSeparately                                                      RefVariant[DestructibleActorParam]
 71 : Bool           actorParameters.createChunkEvents                                                                 RefVariant[DestructibleActorParam]
 72 : ArraySizeName  actorParameters.overrideSkinnedMaterialNames                                                      RefVariant[DestructibleActorParam]
 73 : String         actorParameters.overrideSkinnedMaterialNames[]                                                    RefVariant[DestructibleActorParam]
 74 : ArraySizeName  actorParameters.overrideStaticMaterialNames                                                       RefVariant[DestructibleActorParam]
 75 : String         actorParameters.overrideStaticMaterialNames[]                                                     RefVariant[DestructibleActorParam]
 76 : F32            actorParameters.sleepVelocityFrameDecayConstant                                                   RefVariant[DestructibleActorParam]
 77 : Bool           actorParameters.useHardSleeping                                                                   RefVariant[DestructibleActorParam]
 78 : F32            actorParameters.destructibleParameters.damageCap                                                  RefVariant[DestructibleActorParam]
 79 : F32            actorParameters.destructibleParameters.forceToDamage                                              RefVariant[DestructibleActorParam]
 80 : F32            actorParameters.destructibleParameters.impactVelocityThreshold                                    RefVariant[DestructibleActorParam]
 81 : U32            actorParameters.destructibleParameters.minimumFractureDepth                                       RefVariant[DestructibleActorParam]
 82 : I32            actorParameters.destructibleParameters.impactDamageDefaultDepth                                   RefVariant[DestructibleActorParam]
 83 : I32            actorParameters.destructibleParameters.debrisDepth                                                RefVariant[DestructibleActorParam]
 84 : U32            actorParameters.destructibleParameters.essentialDepth                                             RefVariant[DestructibleActorParam]
 85 : F32            actorParameters.destructibleParameters.debrisLifetimeMin                                          RefVariant[DestructibleActorParam]
 86 : F32            actorParameters.destructibleParameters.debrisLifetimeMax                                          RefVariant[DestructibleActorParam]
 87 : F32            actorParameters.destructibleParameters.debrisMaxSeparationMin                                     RefVariant[DestructibleActorParam]
 88 : F32            actorParameters.destructibleParameters.debrisMaxSeparationMax                                     RefVariant[DestructibleActorParam]
 89 : F32            actorParameters.destructibleParameters.debrisDestructionProbability                               RefVariant[DestructibleActorParam]
 90 : Bounds3        actorParameters.destructibleParameters.validBounds                                                RefVariant[DestructibleActorParam]
 91 : F32            actorParameters.destructibleParameters.maxChunkSpeed                                              RefVariant[DestructibleActorParam]
 92 : Bool           actorParameters.destructibleParameters.flags.ACCUMULATE_DAMAGE                                    RefVariant[DestructibleActorParam]
 93 : Bool           actorParameters.destructibleParameters.flags.DEBRIS_TIMEOUT                                       RefVariant[DestructibleActorParam]
 94 : Bool           actorParameters.destructibleParameters.flags.DEBRIS_MAX_SEPARATION                                RefVariant[DestructibleActorParam]
 95 : Bool           actorParameters.destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS                              RefVariant[DestructibleActorParam]
 96 : Bool           actorParameters.destructibleParameters.flags.ACCURATE_RAYCASTS                                    RefVariant[DestructibleActorParam]
 97 : Bool           actorParameters.destructibleParameters.flags.USE_VALID_BOUNDS                                     RefVariant[DestructibleActorParam]
 98 : Bool           actorParameters.destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE                         RefVariant[DestructibleActorParam]
 99 : F32            actorParameters.destructibleParameters.fractureImpulseScale                                       RefVariant[DestructibleActorParam]
100 : U16            actorParameters.destructibleParameters.damageDepthLimit                                           RefVariant[DestructibleActorParam]
101 : U16            actorParameters.destructibleParameters.dynamicChunkDominanceGroup                                 RefVariant[DestructibleActorParam]
102 : Bool           actorParameters.destructibleParameters.dynamicChunksGroupsMask.useGroupsMask                      RefVariant[DestructibleActorParam]
103 : U32            actorParameters.destructibleParameters.dynamicChunksGroupsMask.bits0                              RefVariant[DestructibleActorParam]
104 : U32            actorParameters.destructibleParameters.dynamicChunksGroupsMask.bits1                              RefVariant[DestructibleActorParam]
105 : U32            actorParameters.destructibleParameters.dynamicChunksGroupsMask.bits2                              RefVariant[DestructibleActorParam]
106 : U32            actorParameters.destructibleParameters.dynamicChunksGroupsMask.bits3                              RefVariant[DestructibleActorParam]
107 : Bool           actorParameters.destructibleParameters.runtimeFracture.sheetFracture                              RefVariant[DestructibleActorParam]
108 : U32            actorParameters.destructibleParameters.runtimeFracture.depthLimit                                 RefVariant[DestructibleActorParam]
109 : Bool           actorParameters.destructibleParameters.runtimeFracture.destroyIfAtDepthLimit                      RefVariant[DestructibleActorParam]
110 : F32            actorParameters.destructibleParameters.runtimeFracture.minConvexSize                              RefVariant[DestructibleActorParam]
111 : F32            actorParameters.destructibleParameters.runtimeFracture.impulseScale                               RefVariant[DestructibleActorParam]
112 : U32            actorParameters.destructibleParameters.runtimeFracture.glass.numSectors                           RefVariant[DestructibleActorParam]
113 : F32            actorParameters.destructibleParameters.runtimeFracture.glass.sectorRand                           RefVariant[DestructibleActorParam]
114 : F32            actorParameters.destructibleParameters.runtimeFracture.glass.firstSegmentSize                     RefVariant[DestructibleActorParam]
115 : F32            actorParameters.destructibleParameters.runtimeFracture.glass.segmentScale                         RefVariant[DestructibleActorParam]
116 : F32            actorParameters.destructibleParameters.runtimeFracture.glass.segmentRand                          RefVariant[DestructibleActorParam]
117 : Bool           actorParameters.destructibleParameters.runtimeFracture.attachment.posX                            RefVariant[DestructibleActorParam]
118 : Bool           actorParameters.destructibleParameters.runtimeFracture.attachment.negX                            RefVariant[DestructibleActorParam]
119 : Bool           actorParameters.destructibleParameters.runtimeFracture.attachment.posY                            RefVariant[DestructibleActorParam]
120 : Bool           actorParameters.destructibleParameters.runtimeFracture.attachment.negY                            RefVariant[DestructibleActorParam]
121 : Bool           actorParameters.destructibleParameters.runtimeFracture.attachment.posZ                            RefVariant[DestructibleActorParam]
122 : Bool           actorParameters.destructibleParameters.runtimeFracture.attachment.negZ                            RefVariant[DestructibleActorParam]
123 : F32            actorParameters.destructibleParameters.supportStrength                                            RefVariant[DestructibleActorParam]
124 : ArraySizeName  actorParameters.depthParameters                                                                   RefVariant[DestructibleActorParam]
125 : Bool           actorParameters.depthParameters[].OVERRIDE_IMPACT_DAMAGE                                          RefVariant[DestructibleActorParam]
126 : Bool           actorParameters.depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE                                    RefVariant[DestructibleActorParam]
127 : Bool           actorParameters.depthParameters[].IGNORE_POSE_UPDATES                                             RefVariant[DestructibleActorParam]
128 : Bool           actorParameters.depthParameters[].IGNORE_RAYCAST_CALLBACKS                                        RefVariant[DestructibleActorParam]
129 : Bool           actorParameters.depthParameters[].IGNORE_CONTACT_CALLBACKS                                        RefVariant[DestructibleActorParam]
130 : Bool           actorParameters.depthParameters[].USER_FLAG_0                                                     RefVariant[DestructibleActorParam]
131 : Bool           actorParameters.depthParameters[].USER_FLAG_1                                                     RefVariant[DestructibleActorParam]
132 : Bool           actorParameters.depthParameters[].USER_FLAG_2                                                     RefVariant[DestructibleActorParam]
133 : Bool           actorParameters.depthParameters[].USER_FLAG_3                                                     RefVariant[DestructibleActorParam]
134 : Bool           actorParameters.shapeDescTemplate.flags.NX_TRIGGER_ON_ENTER                                       RefVariant[DestructibleActorParam]
135 : Bool           actorParameters.shapeDescTemplate.flags.NX_TRIGGER_ON_LEAVE                                       RefVariant[DestructibleActorParam]
136 : Bool           actorParameters.shapeDescTemplate.flags.NX_TRIGGER_ON_STAY                                        RefVariant[DestructibleActorParam]
137 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_VISUALIZATION                                       RefVariant[DestructibleActorParam]
138 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_DISABLE_COLLISION                                   RefVariant[DestructibleActorParam]
139 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_FEATURE_INDICES                                     RefVariant[DestructibleActorParam]
140 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_DISABLE_RAYCASTING                                  RefVariant[DestructibleActorParam]
141 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_POINT_CONTACT_FORCE                                 RefVariant[DestructibleActorParam]
142 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_FLUID_DRAIN                                         RefVariant[DestructibleActorParam]
143 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_FLUID_DISABLE_COLLISION                             RefVariant[DestructibleActorParam]
144 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_FLUID_TWOWAY                                        RefVariant[DestructibleActorParam]
145 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_DISABLE_RESPONSE                                    RefVariant[DestructibleActorParam]
146 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_DYNAMIC_DYNAMIC_CCD                                 RefVariant[DestructibleActorParam]
147 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_DISABLE_SCENE_QUERIES                               RefVariant[DestructibleActorParam]
148 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_CLOTH_DRAIN                                         RefVariant[DestructibleActorParam]
149 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_CLOTH_DISABLE_COLLISION                             RefVariant[DestructibleActorParam]
150 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_CLOTH_TWOWAY                                        RefVariant[DestructibleActorParam]
151 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_SOFTBODY_DRAIN                                      RefVariant[DestructibleActorParam]
152 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_SOFTBODY_DISABLE_COLLISION                          RefVariant[DestructibleActorParam]
153 : Bool           actorParameters.shapeDescTemplate.flags.NX_SF_SOFTBODY_TWOWAY                                     RefVariant[DestructibleActorParam]
154 : U16            actorParameters.shapeDescTemplate.collisionGroup                                                  RefVariant[DestructibleActorParam]
155 : Bool           actorParameters.shapeDescTemplate.groupsMask.useGroupsMask                                        RefVariant[DestructibleActorParam]
156 : U32            actorParameters.shapeDescTemplate.groupsMask.bits0                                                RefVariant[DestructibleActorParam]
157 : U32            actorParameters.shapeDescTemplate.groupsMask.bits1                                                RefVariant[DestructibleActorParam]
158 : U32            actorParameters.shapeDescTemplate.groupsMask.bits2                                                RefVariant[DestructibleActorParam]
159 : U32            actorParameters.shapeDescTemplate.groupsMask.bits3                                                RefVariant[DestructibleActorParam]
160 : U16            actorParameters.shapeDescTemplate.materialIndex                                                   RefVariant[DestructibleActorParam]
161 : F32            actorParameters.shapeDescTemplate.density                                                         RefVariant[DestructibleActorParam]
162 : F32            actorParameters.shapeDescTemplate.skinWidth                                                       RefVariant[DestructibleActorParam]
163 : U64            actorParameters.shapeDescTemplate.userData                                                        RefVariant[DestructibleActorParam]
164 : U64            actorParameters.shapeDescTemplate.name                                                            RefVariant[DestructibleActorParam]
165 : Bool           actorParameters.actorDescTemplate.flags.NX_AF_DISABLE_COLLISION                                   RefVariant[DestructibleActorParam]
166 : Bool           actorParameters.actorDescTemplate.flags.NX_AF_DISABLE_RESPONSE                                    RefVariant[DestructibleActorParam]
167 : Bool           actorParameters.actorDescTemplate.flags.NX_AF_LOCK_COM                                            RefVariant[DestructibleActorParam]
168 : Bool           actorParameters.actorDescTemplate.flags.NX_AF_FLUID_DISABLE_COLLISION                             RefVariant[DestructibleActorParam]
169 : Bool           actorParameters.actorDescTemplate.flags.NX_AF_CONTACT_MODIFICATION                                RefVariant[DestructibleActorParam]
170 : Bool           actorParameters.actorDescTemplate.flags.NX_AF_FORCE_CONE_FRICTION                                 RefVariant[DestructibleActorParam]
171 : Bool           actorParameters.actorDescTemplate.flags.NX_AF_USER_ACTOR_PAIR_FILTERING                           RefVariant[DestructibleActorParam]
172 : F32            actorParameters.actorDescTemplate.density                                                         RefVariant[DestructibleActorParam]
173 : U16            actorParameters.actorDescTemplate.actorCollisionGroup                                             RefVariant[DestructibleActorParam]
174 : U16            actorParameters.actorDescTemplate.dominanceGroup                                                  RefVariant[DestructibleActorParam]
175 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_IGNORE_PAIR                               RefVariant[DestructibleActorParam]
176 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH                     RefVariant[DestructibleActorParam]
177 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH                       RefVariant[DestructibleActorParam]
178 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH                           RefVariant[DestructibleActorParam]
179 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_IMPACT                          RefVariant[DestructibleActorParam]
180 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_ROLL                            RefVariant[DestructibleActorParam]
181 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_SLIDE                           RefVariant[DestructibleActorParam]
182 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_FORCES                             RefVariant[DestructibleActorParam]
183 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH_FORCE_THRESHOLD     RefVariant[DestructibleActorParam]
184 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH_FORCE_THRESHOLD       RefVariant[DestructibleActorParam]
185 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH_FORCE_THRESHOLD           RefVariant[DestructibleActorParam]
186 : Bool           actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_CONTACT_MODIFICATION               RefVariant[DestructibleActorParam]
187 : U16            actorParameters.actorDescTemplate.forceFieldMaterial                                              RefVariant[DestructibleActorParam]
188 : U64            actorParameters.actorDescTemplate.userData                                                        RefVariant[DestructibleActorParam]
189 : U64            actorParameters.actorDescTemplate.name                                                            RefVariant[DestructibleActorParam]
190 : U64            actorParameters.actorDescTemplate.compartment                                                     RefVariant[DestructibleActorParam]
191 : Bool           actorParameters.bodyDescTemplate.flags.NX_BF_DISABLE_GRAVITY                                      RefVariant[DestructibleActorParam]
192 : Bool           actorParameters.bodyDescTemplate.flags.NX_BF_FILTER_SLEEP_VEL                                     RefVariant[DestructibleActorParam]
193 : Bool           actorParameters.bodyDescTemplate.flags.NX_BF_ENERGY_SLEEP_TEST                                    RefVariant[DestructibleActorParam]
194 : Bool           actorParameters.bodyDescTemplate.flags.NX_BF_VISUALIZATION                                        RefVariant[DestructibleActorParam]
195 : F32            actorParameters.bodyDescTemplate.wakeUpCounter                                                    RefVariant[DestructibleActorParam]
196 : F32            actorParameters.bodyDescTemplate.linearDamping                                                    RefVariant[DestructibleActorParam]
197 : F32            actorParameters.bodyDescTemplate.angularDamping                                                   RefVariant[DestructibleActorParam]
198 : F32            actorParameters.bodyDescTemplate.maxAngularVelocity                                               RefVariant[DestructibleActorParam]
199 : F32            actorParameters.bodyDescTemplate.CCDMotionThreshold                                               RefVariant[DestructibleActorParam]
200 : F32            actorParameters.bodyDescTemplate.sleepLinearVelocity                                              RefVariant[DestructibleActorParam]
201 : F32            actorParameters.bodyDescTemplate.sleepAngularVelocity                                             RefVariant[DestructibleActorParam]
202 : U32            actorParameters.bodyDescTemplate.solverIterationCount                                             RefVariant[DestructibleActorParam]
203 : F32            actorParameters.bodyDescTemplate.sleepEnergyThreshold                                             RefVariant[DestructibleActorParam]
204 : F32            actorParameters.bodyDescTemplate.sleepDamping                                                     RefVariant[DestructibleActorParam]
205 : F32            actorParameters.bodyDescTemplate.contactReportThreshold                                           RefVariant[DestructibleActorParam]
206 : Bool           actorParameters.p3ShapeDescTemplate.flags.eSIMULATION_SHAPE                                       RefVariant[DestructibleActorParam]
207 : Bool           actorParameters.p3ShapeDescTemplate.flags.eSCENE_QUERY_SHAPE                                      RefVariant[DestructibleActorParam]
208 : Bool           actorParameters.p3ShapeDescTemplate.flags.eTRIGGER_SHAPE                                          RefVariant[DestructibleActorParam]
209 : Bool           actorParameters.p3ShapeDescTemplate.flags.eVISUALIZATION                                          RefVariant[DestructibleActorParam]
210 : Bool           actorParameters.p3ShapeDescTemplate.flags.ePARTICLE_DRAIN                                         RefVariant[DestructibleActorParam]
211 : Bool           actorParameters.p3ShapeDescTemplate.flags.eDEFORMABLE_DRAIN                                       RefVariant[DestructibleActorParam]
212 : U32            actorParameters.p3ShapeDescTemplate.simulationFilterData.word0                                    RefVariant[DestructibleActorParam]
213 : U32            actorParameters.p3ShapeDescTemplate.simulationFilterData.word1                                    RefVariant[DestructibleActorParam]
214 : U32            actorParameters.p3ShapeDescTemplate.simulationFilterData.word2                                    RefVariant[DestructibleActorParam]
215 : U32            actorParameters.p3ShapeDescTemplate.simulationFilterData.word3                                    RefVariant[DestructibleActorParam]
216 : U32            actorParameters.p3ShapeDescTemplate.queryFilterData.word0                                         RefVariant[DestructibleActorParam]
217 : U32            actorParameters.p3ShapeDescTemplate.queryFilterData.word1                                         RefVariant[DestructibleActorParam]
218 : U32            actorParameters.p3ShapeDescTemplate.queryFilterData.word2                                         RefVariant[DestructibleActorParam]
219 : U32            actorParameters.p3ShapeDescTemplate.queryFilterData.word3                                         RefVariant[DestructibleActorParam]
220 : U64            actorParameters.p3ShapeDescTemplate.material                                                      RefVariant[DestructibleActorParam]
221 : F32            actorParameters.p3ShapeDescTemplate.contactOffset                                                 RefVariant[DestructibleActorParam]
222 : F32            actorParameters.p3ShapeDescTemplate.restOffset                                                    RefVariant[DestructibleActorParam]
223 : U64            actorParameters.p3ShapeDescTemplate.userData                                                      RefVariant[DestructibleActorParam]
224 : U64            actorParameters.p3ShapeDescTemplate.name                                                          RefVariant[DestructibleActorParam]
225 : Bool           actorParameters.p3ActorDescTemplate.flags.eVISUALIZATION                                          RefVariant[DestructibleActorParam]
226 : Bool           actorParameters.p3ActorDescTemplate.flags.eDISABLE_GRAVITY                                        RefVariant[DestructibleActorParam]
227 : Bool           actorParameters.p3ActorDescTemplate.flags.eSEND_SLEEP_NOTIFIES                                    RefVariant[DestructibleActorParam]
228 : U8             actorParameters.p3ActorDescTemplate.dominanceGroup                                                RefVariant[DestructibleActorParam]
229 : U8             actorParameters.p3ActorDescTemplate.ownerClient                                                   RefVariant[DestructibleActorParam]
230 : U32            actorParameters.p3ActorDescTemplate.clientBehaviorBits                                            RefVariant[DestructibleActorParam]
231 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eRESOLVE_CONTACTS                          RefVariant[DestructibleActorParam]
232 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eMODIFY_CONTACTS                           RefVariant[DestructibleActorParam]
233 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_FOUND                        RefVariant[DestructibleActorParam]
234 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_PERSISTS                     RefVariant[DestructibleActorParam]
235 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_LOST                         RefVariant[DestructibleActorParam]
236 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_FOUND              RefVariant[DestructibleActorParam]
237 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_PERSISTS           RefVariant[DestructibleActorParam]
238 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_LOST               RefVariant[DestructibleActorParam]
239 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_POINTS                     RefVariant[DestructibleActorParam]
240 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCES                     RefVariant[DestructibleActorParam]
241 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCE_PER_POINT            RefVariant[DestructibleActorParam]
242 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FEATURE_INDICES_PER_POINT  RefVariant[DestructibleActorParam]
243 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eCCD_LINEAR                                RefVariant[DestructibleActorParam]
244 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eCONTACT_DEFAULT                           RefVariant[DestructibleActorParam]
245 : Bool           actorParameters.p3ActorDescTemplate.contactReportFlags.eTRIGGER_DEFAULT                           RefVariant[DestructibleActorParam]
246 : U64            actorParameters.p3ActorDescTemplate.userData                                                      RefVariant[DestructibleActorParam]
247 : U64            actorParameters.p3ActorDescTemplate.name                                                          RefVariant[DestructibleActorParam]
248 : F32            actorParameters.p3BodyDescTemplate.density                                                        RefVariant[DestructibleActorParam]
249 : Bool           actorParameters.p3BodyDescTemplate.flags.eKINEMATIC                                               RefVariant[DestructibleActorParam]
250 : Bool           actorParameters.p3BodyDescTemplate.flags.eENABLE_CCD                                              RefVariant[DestructibleActorParam]
251 : F32            actorParameters.p3BodyDescTemplate.sleepThreshold                                                 RefVariant[DestructibleActorParam]
252 : F32            actorParameters.p3BodyDescTemplate.wakeUpCounter                                                  RefVariant[DestructibleActorParam]
253 : F32            actorParameters.p3BodyDescTemplate.linearDamping                                                  RefVariant[DestructibleActorParam]
254 : F32            actorParameters.p3BodyDescTemplate.angularDamping                                                 RefVariant[DestructibleActorParam]
255 : F32            actorParameters.p3BodyDescTemplate.maxAngularVelocity                                             RefVariant[DestructibleActorParam]
256 : U32            actorParameters.p3BodyDescTemplate.solverIterationCount                                           RefVariant[DestructibleActorParam]
257 : F32            actorParameters.p3BodyDescTemplate.contactReportThreshold                                         RefVariant[DestructibleActorParam]
258 : F32            actorParameters.p3BodyDescTemplate.sleepLinearVelocity                                            RefVariant[DestructibleActorParam]
259 : Bool           actorParameters.structureSettings.useStressSolver                                                 RefVariant[DestructibleActorParam]
260 : F32            actorParameters.structureSettings.stressSolverTimeDelay                                           RefVariant[DestructibleActorParam]
261 : F32            actorParameters.structureSettings.stressSolverMassThreshold                                       RefVariant[DestructibleActorParam]
262 : String         actorParameters.defaultBehaviorGroup.name                                                         RefVariant[DestructibleActorParam]
263 : F32            actorParameters.defaultBehaviorGroup.damageThreshold                                              RefVariant[DestructibleActorParam]
264 : F32            actorParameters.defaultBehaviorGroup.damageToRadius                                               RefVariant[DestructibleActorParam]
265 : F32            actorParameters.defaultBehaviorGroup.damageSpread.minimumRadius                                   RefVariant[DestructibleActorParam]
266 : F32            actorParameters.defaultBehaviorGroup.damageSpread.radiusMultiplier                                RefVariant[DestructibleActorParam]
267 : F32            actorParameters.defaultBehaviorGroup.damageSpread.falloffExponent                                 RefVariant[DestructibleActorParam]
268 : F32            actorParameters.defaultBehaviorGroup.damageColorSpread.minimumRadius                              RefVariant[DestructibleActorParam]
269 : F32            actorParameters.defaultBehaviorGroup.damageColorSpread.radiusMultiplier                           RefVariant[DestructibleActorParam]
270 : F32            actorParameters.defaultBehaviorGroup.damageColorSpread.falloffExponent                            RefVariant[DestructibleActorParam]
271 : Vec4           actorParameters.defaultBehaviorGroup.damageColorChange                                            RefVariant[DestructibleActorParam]
272 : F32            actorParameters.defaultBehaviorGroup.materialStrength                                             RefVariant[DestructibleActorParam]
273 : F32            actorParameters.defaultBehaviorGroup.density                                                      RefVariant[DestructibleActorParam]
274 : F32            actorParameters.defaultBehaviorGroup.fadeOut                                                      RefVariant[DestructibleActorParam]
275 : Bool           actorParameters.defaultBehaviorGroup.groupsMask.useGroupsMask                                     RefVariant[DestructibleActorParam]
276 : U32            actorParameters.defaultBehaviorGroup.groupsMask.bits0                                             RefVariant[DestructibleActorParam]
277 : U32            actorParameters.defaultBehaviorGroup.groupsMask.bits1                                             RefVariant[DestructibleActorParam]
278 : U32            actorParameters.defaultBehaviorGroup.groupsMask.bits2                                             RefVariant[DestructibleActorParam]
279 : U32            actorParameters.defaultBehaviorGroup.groupsMask.bits3                                             RefVariant[DestructibleActorParam]
280 : U64            actorParameters.defaultBehaviorGroup.userData                                                     RefVariant[DestructibleActorParam]
281 : ArraySizeName  actorParameters.behaviorGroups                                                                    RefVariant[DestructibleActorParam]
282 : String         actorParameters.behaviorGroups[].name                                                             RefVariant[DestructibleActorParam]
283 : F32            actorParameters.behaviorGroups[].damageThreshold                                                  RefVariant[DestructibleActorParam]
284 : F32            actorParameters.behaviorGroups[].damageToRadius                                                   RefVariant[DestructibleActorParam]
285 : F32            actorParameters.behaviorGroups[].damageSpread.minimumRadius                                       RefVariant[DestructibleActorParam]
286 : F32            actorParameters.behaviorGroups[].damageSpread.radiusMultiplier                                    RefVariant[DestructibleActorParam]
287 : F32            actorParameters.behaviorGroups[].damageSpread.falloffExponent                                     RefVariant[DestructibleActorParam]
288 : F32            actorParameters.behaviorGroups[].damageColorSpread.minimumRadius                                  RefVariant[DestructibleActorParam]
289 : F32            actorParameters.behaviorGroups[].damageColorSpread.radiusMultiplier                               RefVariant[DestructibleActorParam]
290 : F32            actorParameters.behaviorGroups[].damageColorSpread.falloffExponent                                RefVariant[DestructibleActorParam]
291 : Vec4           actorParameters.behaviorGroups[].damageColorChange                                                RefVariant[DestructibleActorParam]
292 : F32            actorParameters.behaviorGroups[].materialStrength                                                 RefVariant[DestructibleActorParam]
293 : F32            actorParameters.behaviorGroups[].density                                                          RefVariant[DestructibleActorParam]
294 : F32            actorParameters.behaviorGroups[].fadeOut                                                          RefVariant[DestructibleActorParam]
295 : Bool           actorParameters.behaviorGroups[].groupsMask.useGroupsMask                                         RefVariant[DestructibleActorParam]
296 : U32            actorParameters.behaviorGroups[].groupsMask.bits0                                                 RefVariant[DestructibleActorParam]
297 : U32            actorParameters.behaviorGroups[].groupsMask.bits1                                                 RefVariant[DestructibleActorParam]
298 : U32            actorParameters.behaviorGroups[].groupsMask.bits2                                                 RefVariant[DestructibleActorParam]
299 : U32            actorParameters.behaviorGroups[].groupsMask.bits3                                                 RefVariant[DestructibleActorParam]
300 : U64            actorParameters.behaviorGroups[].userData                                                         RefVariant[DestructibleActorParam]
301 : ArraySizeName  actorChunks.data                                                                                  RefVariant[DestructibleActorChunks]
302 : U8             actorChunks.data[].state                                                                          RefVariant[DestructibleActorChunks]
303 : U8             actorChunks.data[].flags                                                                          RefVariant[DestructibleActorChunks]
304 : U32            actorChunks.data[].islandID                                                                       RefVariant[DestructibleActorChunks]
305 : F32            actorChunks.data[].damage                                                                         RefVariant[DestructibleActorChunks]
306 : Vec4           actorChunks.data[].localSphere                                                                    RefVariant[DestructibleActorChunks]
307 : Vec3           actorChunks.data[].localOffset                                                                    RefVariant[DestructibleActorChunks]
308 : I32            actorChunks.data[].visibleAncestorIndex                                                           RefVariant[DestructibleActorChunks]
309 : U32            actorChunks.data[].shapesCount                                                                    RefVariant[DestructibleActorChunks]
310 : Transform      actorChunks.data[].globalPose                                                                     RefVariant[DestructibleActorChunks]
311 : Vec3           actorChunks.data[].linearVelocity                                                                 RefVariant[DestructibleActorChunks]
312 : Vec3           actorChunks.data[].angularVelocity                                                                RefVariant[DestructibleActorChunks]

Member Data Documentation

'actorChunks' :

'actorParameters' :

'destructibleParameters.damageCap' : Limits the amount of damage applied to a chunk.

Limits the amount of damage applied to a chunk. This is useful for preventing the entire destructible from getting pulverized by a very large application of damage. This can easily happen when impact damage is used, and the damage amount is proportional to the impact force (see forceToDamage).

'destructibleParameters.damageDepthLimit' : How deep in the hierarchy damage will be propagated, relative to the chunk hit.

How deep in the hierarchy damage will be propagated, relative to the chunk hit.

'destructibleParameters.debrisDepth' : The chunk hierarchy depth at which chunks are considered to be 'debris.'

The chunk hierarchy depth at which chunks are considered to be 'debris.' Chunks at this depth or below will be considered for various debris settings, such as debrisLifetime. Negative values indicate that no chunk depth is considered debris. Default value is -1.

'destructibleParameters.debrisDestructionProbability' : The probablity that a debris chunk, when fractured, will simply be destroyed

The probablity that a debris chunk, when fractured, will simply be destroyed instead of becoming dynamic or breaking down further into child chunks. Valid range = [0.0,1.0]. Default value = 0.0.

'destructibleParameters.debrisLifetimeMax' : Maximum time to destroy debris

'Debris chunks' (see debrisDepth, above) will be destroyed after a time (in seconds) separated from non-debris chunks. The actual lifetime is interpolated between debrisLifetimeMin (see above) and debrisLifetimeMax, based upon the module's LOD setting. To disable lifetime, clear the NxDestructibleDepthParametersFlag::DEBRIS_TIMEOUT flag in the flags field. If debrisLifetimeMax < debrisLifetimeMin, the mean of the two is used for both. Default debrisLifetimeMin = 1.0, debrisLifetimeMax = 10.0f.

'destructibleParameters.debrisLifetimeMin' : Minimum time to destroy debris

'Debris chunks' (see debrisDepth, above) will be destroyed after a time (in seconds) separated from non-debris chunks. The actual lifetime is interpolated between debrisLifetimeMin and debrisLifetimeMax (see below), based upon the module's LOD setting. To disable lifetime, clear the NxDestructibleDepthParametersFlag::DEBRIS_TIMEOUT flag in the flags field. If debrisLifetimeMax < debrisLifetimeMin, the mean of the two is used for both. Default debrisLifetimeMin = 1.0, debrisLifetimeMax = 10.0f.

'destructibleParameters.debrisMaxSeparationMax' : Minimum separation distance

'Debris chunks' (see debrisDepth, above) will be destroyed if they are separated from their origin by a distance greater than maxSeparation. The actual maxSeparation is interpolated between debrisMaxSeparationMin (see above) and debrisMaxSeparationMax, based upon the module's LOD setting. To disable maxSeparation, clear the NX_DESTRUCTIBLE_DEBRIS_MAX_SEPARATION flag in the flags field. If debrisMaxSeparationMax < debrisMaxSeparationMin, the mean of the two is used for both. Default debrisMaxSeparationMin = 1.0, debrisMaxSeparationMax = 10.0f.

'destructibleParameters.debrisMaxSeparationMin' : Minimum separation distance

'Debris chunks' (see debrisDepth, above) will be destroyed if they are separated from their origin by a distance greater than maxSeparation. The actual maxSeparation is interpolated between debrisMaxSeparationMin and debrisMaxSeparationMax (see below), based upon the module's LOD setting. To disable maxSeparation, clear the NX_DESTRUCTIBLE_DEBRIS_MAX_SEPARATION flag in the flags field. If debrisMaxSeparationMax < debrisMaxSeparationMin, the mean of the two is used for both. Default debrisMaxSeparationMin = 1.0, debrisMaxSeparationMax = 10.0f.

'destructibleParameters.dynamicChunkDominanceGroup' : Optional dominance group for dynamic chunks created when fractured.

Optional dominance group for dynamic chunks created when fractured. (ignored if > 31)

'destructibleParameters.dynamicChunksGroupsMask.bits0' : bits0 of the groups mask

If useGroupsMask is true, this is bits0 of the groups mask. See the PhysX documentation for more on groups masks.

'destructibleParameters.dynamicChunksGroupsMask.bits1' : bits1 of the groups mask

If useGroupsMask is true, this is bits1 of the groups mask. See the PhysX documentation for more on groups masks.

'destructibleParameters.dynamicChunksGroupsMask.bits2' : bits2 of the groups mask

If useGroupsMask is true, this is bits2 of the groups mask. See the PhysX documentation for more on groups masks.

'destructibleParameters.dynamicChunksGroupsMask.bits3' : bits3 of the groups mask

If useGroupsMask is true, this is bits3 of the groups mask. See the PhysX documentation for more on groups masks.

'destructibleParameters.dynamicChunksGroupsMask.useGroupsMask' : Whether or not the groupsMask should be used

Whether or not the groupsMask should be used. If so, then this will be applied to all NxShapes created to represent this destructible's chunks.

'destructibleParameters.essentialDepth' : The chunk hierarchy depth up to which chunks will always be processed

The chunk hierarchy depth up to which chunks will always be processed. These chunks are considered to be essential either for gameplay or visually. The minimum value is 0, meaning the level 0 chunk is always considered essential. Default value is 0.

'destructibleParameters.flags.ACCUMULATE_DAMAGE' : Determines if chunks accumulate damage

If set, chunks will 'remember' damage applied to them, so that many applications of a damage amount below damageThreshold will eventually fracture the chunk. If not set, a single application of damage must exceed damageThreshold in order to fracture the chunk.

'destructibleParameters.flags.ACCURATE_RAYCASTS' : If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit

If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit for collisions with child chunks. This is used to get a better raycast position and normal, in case the parent collision volume does not tightly fit the graphics mesh. The returned chunk index will always be that of the visible parent that is intersected, however.

'destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS' : If set, the smallest chunks may be further broken down

If set, the smallest chunks may be further broken down, either by fluid crumbles (if a crumble particle system is specified in the NxDestructibleActorDesc), or by simply removing the chunk if no crumble particle system is specified. Note: the 'smallest chunks' are normally defined to be the deepest level of the fracture hierarchy. However, they may be taken from higher levels of the hierarchy if NxModuleDestructible::setMaxChunkDepthOffset is called with a non-zero value.

'destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE' : If set, crumbled chunks will use the runtime fracture pipeline.

If set, crumbled chunks will use the runtime fracture pipeline. The chunk will be procedurally broken destroyed using either the default or a specified fracture pattern.

'destructibleParameters.flags.DEBRIS_MAX_SEPARATION' : Whether or not chunks at or deeper than the 'debris' depth will be removed if separated too far

Whether or not chunks at or deeper than the 'debris' depth (see NxDestructibleParameters::debrisDepth) will be removed if they separate too far from their origins. The maxSeparation is a value between NxDestructibleParameters::debrisMaxSeparationMin and NxDestructibleParameters::debrisMaxSeparationMax, based upon the destructible module's LOD setting.

'destructibleParameters.flags.DEBRIS_TIMEOUT' : Whether or not chunks at or deeper than the 'debris' depth will timeout

Whether or not chunks at or deeper than the 'debris' depth (see NxDestructibleParameters::debrisDepth) will time out. The lifetime is a value between NxDestructibleParameters::debrisLifetimeMin and NxDestructibleParameters::debrisLifetimeMax, based upon the destructible module's LOD setting.

'destructibleParameters.flags.USE_VALID_BOUNDS' : If set, the validBounds field of NxDestructibleParameters will be used.

If set, the validBounds field of NxDestructibleParameters will be used. These bounds are translated (but not scaled or rotated) to the origin of the destructible actor. If a chunk or chunk island moves outside of those bounds, it is destroyed.

'destructibleParameters.forceToDamage' : Multiplier to calculate applied damage from an impact.

If a chunk is at a depth which takes impact damage (see NxDestructibleDepthParameters), then when a chunk has a collision in the NxScene, it will take damage equal to forceToDamage mulitplied by the impact force. The default value is zero, which effectively disables impact damage.

'destructibleParameters.fractureImpulseScale' : Scale factor used to apply an impulse force along the normal of chunk when fractured.

Scale factor used to apply an impulse force along the normal of chunk when fractured. This is used in order to 'push' the pieces out as they fracture.

'destructibleParameters.impactDamageDefaultDepth' : The default depth to which chunks will take impact damage.

The default depth to which chunks will take impact damage. This default may be overridden in the depth settings.

'destructibleParameters.impactVelocityThreshold' : Large impact force may be reported if rigid bodies are spawned inside one another.

Large impact force may be reported if rigid bodies are spawned inside one another. In this case the relative velocity of the two objects will be low. This variable allows the user to set a minimum velocity threshold for impacts to ensure that the objects are moving at a min velocity in order for the impact force to be considered.

'destructibleParameters.maxChunkSpeed' : Maximum speed of a chunk

If greater than 0, the chunks' speeds will not be allowed to exceed this value. Use 0 to disable this feature (this is the default).

'destructibleParameters.minimumFractureDepth' : The chunks will not be broken free below this depth.

Chunks will not be broken free below this depth.

'destructibleParameters.runtimeFracture.attachment.negX' : Attach to negative x side of sheet.

If true, make the negative x side of the sheet an attachment point.

'destructibleParameters.runtimeFracture.attachment.negY' : Attach to negative y side of sheet.

If true, make the negative y side of the sheet an attachment point.

'destructibleParameters.runtimeFracture.attachment.negZ' : Attach to negative z side of sheet.

If true, make the negative z side of the sheet an attachment point.

'destructibleParameters.runtimeFracture.attachment.posX' : Attach to positive x side of sheet.

If true, make the positive x side of the sheet an attachment point.

'destructibleParameters.runtimeFracture.attachment.posY' : Attach to positive y side of sheet.

If true, make the positive y side of the sheet an attachment point.

'destructibleParameters.runtimeFracture.attachment.posZ' : Attach to positive z side of sheet.

If true, make the positive z side of the sheet an attachment point.

'destructibleParameters.runtimeFracture.depthLimit' : Number of times deep a chunk can be fractured.

Number of times deep a chunk can be fractured. Can help limit the number of chunks produced by runtime fracture.

'destructibleParameters.runtimeFracture.destroyIfAtDepthLimit' : Destroy chunk if at depth limit

If true, destroy chunks when they hit their depth limit. If false, then chunks at their depth limit will not fracture but will have a force applied.

'destructibleParameters.runtimeFracture.glass.firstSegmentSize' : The minimum shard size.

The minimum shard size. Shards below this size will not be created and thus not visible.

'destructibleParameters.runtimeFracture.glass.numSectors' : Number of angular slices.

Number of angular slices in the glass fracture pattern.

'destructibleParameters.runtimeFracture.glass.sectorRand' : Creates variance in the angle of slices.

Creates variance in the angle of slices. A value of zero results in all angular slices having the same angle.

'destructibleParameters.runtimeFracture.glass.segmentRand' : Creates variance in the radial size of shards.

Creates variance in the radial size of shards. A value of zero results in a low noise circular pattern.

'destructibleParameters.runtimeFracture.glass.segmentScale' : Scales the radial spacing.

Scales the radial spacing in the glass fracture pattern. A larger value results in radially longer shards.

'destructibleParameters.runtimeFracture.impulseScale' : Scales impulse applied by a fracture.

Scales impulse applied by a fracture.

'destructibleParameters.runtimeFracture.minConvexSize' : Minimum Convex Size.

Minimum Convex Size. Minimum size of convex produced by a fracture.

'destructibleParameters.runtimeFracture.sheetFracture' : If true, align fracture pattern to largest face

If true, align fracture pattern to largest face. If false, the fracture pattern will be aligned to the hit normal with each fracture.

'destructibleParameters.supportStrength' : The support strength threshold for breaking chunks in stressSolver

The larger the supportStrength is, the harder it will break under stressSolver. SupportStrength should be larger than 0.0 so that it is not extremely fragile. Default supportStrength = -1.0 which means strength is turned off initially.

'destructibleParameters.validBounds' : valid bounding region for debris

A bounding box around each NxDestructibleActor created, defining a range of validity for chunks that break free. These bounds are scaled and translated with the NxDestructibleActor's scale and position, but they are not rotated with the NxDestructibleActor.

'enableCrumbleEmitter' : Whether or not the crumble emitter is active

Whether or not the crumble emitter is active.

'enableDustEmitter' : Whether or not the dust emitter is active

Whether or not the dust emitter is active.

'forceLod' : Whether or not to force LOD behavior on the actor

Whether or not to force LOD behavior on the actor.

'internalLODWeights.ageWeight' : Helpful documentation goes here

'internalLODWeights.bias' : Helpful documentation goes here

'internalLODWeights.distanceWeight' : Helpful documentation goes here

'internalLODWeights.maxAge' : Helpful documentation goes here

'internalLODWeights.maxDistance' : Helpful documentation goes here

'lod' : Destructible actor LOD

Destructible actor LOD.

'userData' : Optional user data pointer

Optional user data pointer. Note: Any pointer references will not be properly serialized.


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

Generated on Mon Apr 28 2014 08:02:05

Copyright © 2012-2014 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.