Describes the NxParameterized::Interface for 'DestructibleAssetParameters' : More...
#include <params.h>
Public Attributes | |
String | comments |
'comments' : Human-readable string which describes which tool created this asset, its version, etc. | |
U32 | depthCount |
'depthCount' : The number of chunk depth levels | |
U32 | originalDepthCount |
'originalDepthCount' : The depth count when authored | |
Bounds3 | bounds |
'bounds' : The AABB of the destructible asset | |
String | defaultBehaviorGroup.name |
'defaultBehaviorGroup.name' : Name of behavior group | |
F32 | defaultBehaviorGroup.damageThreshold |
'defaultBehaviorGroup.damageThreshold' : The damage amount which will cause a chunk to fracture (break free) from the destructible. | |
F32 | defaultBehaviorGroup.damageToRadius |
'defaultBehaviorGroup.damageToRadius' : Controls the distance into the destructible to propagate damage. | |
F32 | defaultBehaviorGroup.damageSpread.minimumRadius |
'defaultBehaviorGroup.damageSpread.minimumRadius' : The minimum radius of damage spread when damage is applied. | |
F32 | defaultBehaviorGroup.damageSpread.radiusMultiplier |
'defaultBehaviorGroup.damageSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied. | |
F32 | defaultBehaviorGroup.damageSpread.falloffExponent |
'defaultBehaviorGroup.damageSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius. | |
F32 | defaultBehaviorGroup.damageColorSpread.minimumRadius |
'defaultBehaviorGroup.damageColorSpread.minimumRadius' : The minimum radius of damage spread when damage is applied. | |
F32 | defaultBehaviorGroup.damageColorSpread.radiusMultiplier |
'defaultBehaviorGroup.damageColorSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied. | |
F32 | defaultBehaviorGroup.damageColorSpread.falloffExponent |
'defaultBehaviorGroup.damageColorSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius. | |
Vec4 | defaultBehaviorGroup.damageColorChange |
'defaultBehaviorGroup.damageColorChange' : Describes how damage changes the color of vertices in the render mesh. | |
F32 | defaultBehaviorGroup.materialStrength |
'defaultBehaviorGroup.materialStrength' : When a chunk takes impact, this is the maximum impulse the contact can generate. | |
F32 | defaultBehaviorGroup.density |
'defaultBehaviorGroup.density' : Chunk density | |
F32 | defaultBehaviorGroup.fadeOut |
'defaultBehaviorGroup.fadeOut' : Chunk fade out | |
U64 | defaultBehaviorGroup.userData |
'defaultBehaviorGroup.userData' : User data field. | |
String | behaviorGroups[].name |
'behaviorGroups[].name' : Name of behavior group | |
F32 | behaviorGroups[].damageThreshold |
'behaviorGroups[].damageThreshold' : The damage amount which will cause a chunk to fracture (break free) from the destructible. | |
F32 | behaviorGroups[].damageToRadius |
'behaviorGroups[].damageToRadius' : Controls the distance into the destructible to propagate damage. | |
F32 | behaviorGroups[].damageSpread.minimumRadius |
'behaviorGroups[].damageSpread.minimumRadius' : The minimum radius of damage spread when damage is applied. | |
F32 | behaviorGroups[].damageSpread.radiusMultiplier |
'behaviorGroups[].damageSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied. | |
F32 | behaviorGroups[].damageSpread.falloffExponent |
'behaviorGroups[].damageSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius. | |
F32 | behaviorGroups[].damageColorSpread.minimumRadius |
'behaviorGroups[].damageColorSpread.minimumRadius' : The minimum radius of damage spread when damage is applied. | |
F32 | behaviorGroups[].damageColorSpread.radiusMultiplier |
'behaviorGroups[].damageColorSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied. | |
F32 | behaviorGroups[].damageColorSpread.falloffExponent |
'behaviorGroups[].damageColorSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius. | |
Vec4 | behaviorGroups[].damageColorChange |
'behaviorGroups[].damageColorChange' : Describes how damage changes the color of vertices in the render mesh. | |
F32 | behaviorGroups[].materialStrength |
'behaviorGroups[].materialStrength' : When a chunk takes impact, this is the maximum impulse the contact can generate. | |
F32 | behaviorGroups[].density |
'behaviorGroups[].density' : Chunk density | |
F32 | behaviorGroups[].fadeOut |
'behaviorGroups[].fadeOut' : Chunk fade out | |
U64 | behaviorGroups[].userData |
'behaviorGroups[].userData' : User data field. | |
I8 | RTFractureBehaviorGroup |
'RTFractureBehaviorGroup' : The array of behavior groups referenced by chunks | |
U16 | chunks[].depth |
'chunks[].depth' : The depth of the chunk in the hierarchy | |
U16 | chunks[].parentIndex |
'chunks[].parentIndex' : The index of the chunk's parent in the hierarchy | |
U16 | chunks[].firstChildIndex |
'chunks[].firstChildIndex' : The index of this chunk's first child in the hierarchy | |
U16 | chunks[].numChildren |
'chunks[].numChildren' : This chunk's number of children | |
U16 | chunks[].meshPartIndex |
'chunks[].meshPartIndex' : The corresponding mesh part for this chunk | |
U16 | chunks[].flags |
'chunks[].flags' : Flags which define individual chunk attributes | |
Vec3 | chunks[].surfaceNormal |
'chunks[].surfaceNormal' : The average surface normal of this chunk | |
I8 | chunks[].behaviorGroupIndex |
'chunks[].behaviorGroupIndex' : Behavior group this chunk is associated with | |
U16 | chunks[].firstScatterMesh |
'chunks[].firstScatterMesh' : Index of first scatter mesh (in scatterMeshIndices and scatterMeshTransforms) | |
U16 | chunks[].scatterMeshCount |
'chunks[].scatterMeshCount' : Number of scatter meshes (in scatterMeshIndices and scatterMeshTransforms) | |
ConvexHullParameters | chunkConvexHulls[] |
'chunkConvexHulls[]' : | |
U32 | chunkConvexHullStartIndices[] |
'chunkConvexHullStartIndices[]' : Map into array of convex hulls | |
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 | |
Bool | depthParameters[].OVERRIDE_IMPACT_DAMAGE |
'depthParameters[].OVERRIDE_IMPACT_DAMAGE' : If true, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE, no matter the setting of impactDamageDefaultDepth. | |
Bool | depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE |
'depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE' : If OVERRIDE_IMPACT_DAMAGE = TRUE, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE. | |
Bool | depthParameters[].IGNORE_POSE_UPDATES |
'depthParameters[].IGNORE_POSE_UPDATES' : Chunks at this depth should have pose updates ignored. | |
Bool | depthParameters[].IGNORE_RAYCAST_CALLBACKS |
'depthParameters[].IGNORE_RAYCAST_CALLBACKS' : Chunks at this depth should be ignored in raycast callbacks. | |
Bool | depthParameters[].IGNORE_CONTACT_CALLBACKS |
'depthParameters[].IGNORE_CONTACT_CALLBACKS' : Chunks at this depth should be ignored in contact callbacks. | |
Bool | depthParameters[].USER_FLAG_0 |
'depthParameters[].USER_FLAG_0' : User defined flag. | |
Bool | depthParameters[].USER_FLAG_1 |
'depthParameters[].USER_FLAG_1' : User defined flag. | |
Bool | depthParameters[].USER_FLAG_2 |
'depthParameters[].USER_FLAG_2' : User defined flag. | |
Bool | depthParameters[].USER_FLAG_3 |
'depthParameters[].USER_FLAG_3' : User defined flag. | |
String | crumbleEmitterName |
'crumbleEmitterName' : The name of the crumble emitter to use | |
String | dustEmitterName |
'dustEmitterName' : The name of the dust emitter to use | |
DestructibleAssetCollisionDataSet | collisionData |
'collisionData' : | |
RenderMeshAssetParameters | renderMeshAsset |
'renderMeshAsset' : | |
U32 | initialDestructibleActorAllowanceForInstancing |
'initialDestructibleActorAllowanceForInstancing' : Initial actor estimate for instance buffer allocation | |
U16 | chunkInstanceInfo[].partIndex |
'chunkInstanceInfo[].partIndex' : The part instanced for this chunk | |
Vec3 | chunkInstanceInfo[].chunkPositionOffset |
'chunkInstanceInfo[].chunkPositionOffset' : Translation for this chunk mesh within the asset | |
Vec2 | chunkInstanceInfo[].chunkUVOffset |
'chunkInstanceInfo[].chunkUVOffset' : UV translation for this chunk mesh's vertices | |
String | staticMaterialNames[] |
'staticMaterialNames[]' : Alternative material names for the static render mesh, if it's created | |
F32 | neighborPadding |
'neighborPadding' : Padding used for chunk neighbor tests. | |
CachedOverlaps | overlapsAtDepth[] |
'overlapsAtDepth[]' : | |
U32 | firstChunkAtDepth[] |
'firstChunkAtDepth[]' : The first index of chunks at each depth | |
U32 | supportDepth |
'supportDepth' : The chunk hierarchy depth at which to create a support graph. | |
Bool | formExtendedStructures |
'formExtendedStructures' : If initially static, the destructible will become part of an extended support structure if it is in contact with another static destructible that also has this flag set. | |
Bool | useAssetDefinedSupport |
'useAssetDefinedSupport' : If set, then chunks which are tagged as 'support' chunks | |
Bool | useWorldSupport |
'useWorldSupport' : If set, then chunks which overlap the NxScene's static geometry will have environmental support | |
Mat44 | actorTransforms[] |
'actorTransforms[]' : List of actor poses (that may contain scaling) which may be saved in the asset for convenience | |
RenderMeshAssetParameters | scatterMeshAssets[] |
'scatterMeshAssets[]' : | |
U8 | scatterMeshIndices[] |
'scatterMeshIndices[]' : Array of indices for scatter meshes defined in the asset | |
Mat33 | scatterMeshTransforms[].matrix |
'scatterMeshTransforms[].matrix' : The matrix part of the transform, containing the (possibly scaled axis-unaligned) rotation | |
Vec3 | scatterMeshTransforms[].vector |
'scatterMeshTransforms[].vector' : The vector part of the transform, containing a translation |
Describes the NxParameterized::Interface for 'DestructibleAssetParameters' :
DestructibleAssetParameters contains 321 fully qualified names --------------------------------------------- 1 : String comments 2 : U32 depthCount 3 : U32 originalDepthCount 4 : Bounds3 bounds 5 : String defaultBehaviorGroup.name 6 : F32 defaultBehaviorGroup.damageThreshold 7 : F32 defaultBehaviorGroup.damageToRadius 8 : F32 defaultBehaviorGroup.damageSpread.minimumRadius 9 : F32 defaultBehaviorGroup.damageSpread.radiusMultiplier 10 : F32 defaultBehaviorGroup.damageSpread.falloffExponent 11 : F32 defaultBehaviorGroup.damageColorSpread.minimumRadius 12 : F32 defaultBehaviorGroup.damageColorSpread.radiusMultiplier 13 : F32 defaultBehaviorGroup.damageColorSpread.falloffExponent 14 : Vec4 defaultBehaviorGroup.damageColorChange 15 : F32 defaultBehaviorGroup.materialStrength 16 : F32 defaultBehaviorGroup.density 17 : F32 defaultBehaviorGroup.fadeOut 18 : U64 defaultBehaviorGroup.userData 19 : ArraySizeName behaviorGroups 20 : String behaviorGroups[].name 21 : F32 behaviorGroups[].damageThreshold 22 : F32 behaviorGroups[].damageToRadius 23 : F32 behaviorGroups[].damageSpread.minimumRadius 24 : F32 behaviorGroups[].damageSpread.radiusMultiplier 25 : F32 behaviorGroups[].damageSpread.falloffExponent 26 : F32 behaviorGroups[].damageColorSpread.minimumRadius 27 : F32 behaviorGroups[].damageColorSpread.radiusMultiplier 28 : F32 behaviorGroups[].damageColorSpread.falloffExponent 29 : Vec4 behaviorGroups[].damageColorChange 30 : F32 behaviorGroups[].materialStrength 31 : F32 behaviorGroups[].density 32 : F32 behaviorGroups[].fadeOut 33 : U64 behaviorGroups[].userData 34 : I8 RTFractureBehaviorGroup 35 : ArraySizeName chunks 36 : U16 chunks[].depth 37 : U16 chunks[].parentIndex 38 : U16 chunks[].firstChildIndex 39 : U16 chunks[].numChildren 40 : U16 chunks[].meshPartIndex 41 : U16 chunks[].flags 42 : Vec3 chunks[].surfaceNormal 43 : I8 chunks[].behaviorGroupIndex 44 : U16 chunks[].firstScatterMesh 45 : U16 chunks[].scatterMeshCount 46 : ArraySizeName chunkConvexHulls 47 : ArraySizeName chunkConvexHulls[].vertices RefVariant[ConvexHullParameters] 48 : Vec3 chunkConvexHulls[].vertices[] RefVariant[ConvexHullParameters] 49 : ArraySizeName chunkConvexHulls[].uniquePlanes RefVariant[ConvexHullParameters] 50 : Vec3 chunkConvexHulls[].uniquePlanes[].normal RefVariant[ConvexHullParameters] 51 : F32 chunkConvexHulls[].uniquePlanes[].d RefVariant[ConvexHullParameters] 52 : ArraySizeName chunkConvexHulls[].widths RefVariant[ConvexHullParameters] 53 : F32 chunkConvexHulls[].widths[] RefVariant[ConvexHullParameters] 54 : ArraySizeName chunkConvexHulls[].edges RefVariant[ConvexHullParameters] 55 : U32 chunkConvexHulls[].edges[] RefVariant[ConvexHullParameters] 56 : ArraySizeName chunkConvexHulls[].adjacentFaces RefVariant[ConvexHullParameters] 57 : U32 chunkConvexHulls[].adjacentFaces[] RefVariant[ConvexHullParameters] 58 : Bounds3 chunkConvexHulls[].bounds RefVariant[ConvexHullParameters] 59 : F32 chunkConvexHulls[].volume RefVariant[ConvexHullParameters] 60 : U32 chunkConvexHulls[].uniqueEdgeDirectionCount RefVariant[ConvexHullParameters] 61 : U32 chunkConvexHulls[].planeCount RefVariant[ConvexHullParameters] 62 : ArraySizeName chunkConvexHullStartIndices 63 : U32 chunkConvexHullStartIndices[] 64 : F32 destructibleParameters.damageCap 65 : F32 destructibleParameters.forceToDamage 66 : F32 destructibleParameters.impactVelocityThreshold 67 : U32 destructibleParameters.minimumFractureDepth 68 : I32 destructibleParameters.impactDamageDefaultDepth 69 : I32 destructibleParameters.debrisDepth 70 : U32 destructibleParameters.essentialDepth 71 : F32 destructibleParameters.debrisLifetimeMin 72 : F32 destructibleParameters.debrisLifetimeMax 73 : F32 destructibleParameters.debrisMaxSeparationMin 74 : F32 destructibleParameters.debrisMaxSeparationMax 75 : F32 destructibleParameters.debrisDestructionProbability 76 : Bounds3 destructibleParameters.validBounds 77 : F32 destructibleParameters.maxChunkSpeed 78 : Bool destructibleParameters.flags.ACCUMULATE_DAMAGE 79 : Bool destructibleParameters.flags.DEBRIS_TIMEOUT 80 : Bool destructibleParameters.flags.DEBRIS_MAX_SEPARATION 81 : Bool destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS 82 : Bool destructibleParameters.flags.ACCURATE_RAYCASTS 83 : Bool destructibleParameters.flags.USE_VALID_BOUNDS 84 : Bool destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE 85 : F32 destructibleParameters.fractureImpulseScale 86 : U16 destructibleParameters.damageDepthLimit 87 : U16 destructibleParameters.dynamicChunkDominanceGroup 88 : Bool destructibleParameters.dynamicChunksGroupsMask.useGroupsMask 89 : U32 destructibleParameters.dynamicChunksGroupsMask.bits0 90 : U32 destructibleParameters.dynamicChunksGroupsMask.bits1 91 : U32 destructibleParameters.dynamicChunksGroupsMask.bits2 92 : U32 destructibleParameters.dynamicChunksGroupsMask.bits3 93 : Bool destructibleParameters.runtimeFracture.sheetFracture 94 : U32 destructibleParameters.runtimeFracture.depthLimit 95 : Bool destructibleParameters.runtimeFracture.destroyIfAtDepthLimit 96 : F32 destructibleParameters.runtimeFracture.minConvexSize 97 : F32 destructibleParameters.runtimeFracture.impulseScale 98 : U32 destructibleParameters.runtimeFracture.glass.numSectors 99 : F32 destructibleParameters.runtimeFracture.glass.sectorRand 100 : F32 destructibleParameters.runtimeFracture.glass.firstSegmentSize 101 : F32 destructibleParameters.runtimeFracture.glass.segmentScale 102 : F32 destructibleParameters.runtimeFracture.glass.segmentRand 103 : Bool destructibleParameters.runtimeFracture.attachment.posX 104 : Bool destructibleParameters.runtimeFracture.attachment.negX 105 : Bool destructibleParameters.runtimeFracture.attachment.posY 106 : Bool destructibleParameters.runtimeFracture.attachment.negY 107 : Bool destructibleParameters.runtimeFracture.attachment.posZ 108 : Bool destructibleParameters.runtimeFracture.attachment.negZ 109 : F32 destructibleParameters.supportStrength 110 : ArraySizeName depthParameters 111 : Bool depthParameters[].OVERRIDE_IMPACT_DAMAGE 112 : Bool depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE 113 : Bool depthParameters[].IGNORE_POSE_UPDATES 114 : Bool depthParameters[].IGNORE_RAYCAST_CALLBACKS 115 : Bool depthParameters[].IGNORE_CONTACT_CALLBACKS 116 : Bool depthParameters[].USER_FLAG_0 117 : Bool depthParameters[].USER_FLAG_1 118 : Bool depthParameters[].USER_FLAG_2 119 : Bool depthParameters[].USER_FLAG_3 120 : String crumbleEmitterName 121 : String dustEmitterName 122 : String collisionData.assetName RefVariant[DestructibleAssetCollisionDataSet] 123 : U32 collisionData.cookingPlatform RefVariant[DestructibleAssetCollisionDataSet] 124 : U32 collisionData.cookingVersionNum RefVariant[DestructibleAssetCollisionDataSet] 125 : ArraySizeName collisionData.scales RefVariant[DestructibleAssetCollisionDataSet] 126 : Vec3 collisionData.scales[] RefVariant[DestructibleAssetCollisionDataSet] 127 : ArraySizeName collisionData.meshCookedCollisionStreamsAtScale RefVariant[DestructibleAssetCollisionDataSet] 128 : ArraySizeName collisionData.meshCookedCollisionStreamsAtScale[].meshCookedCollisionStreams RefVariant[MeshCookedCollisionStreamsAtScale] 129 : ArraySizeName collisionData.meshCookedCollisionStreamsAtScale[].meshCookedCollisionStreams[].bytes RefVariant[MeshCookedCollisionStream] 130 : U8 collisionData.meshCookedCollisionStreamsAtScale[].meshCookedCollisionStreams[].bytes[] RefVariant[MeshCookedCollisionStream] 131 : ArraySizeName renderMeshAsset.submeshes RefVariant[RenderMeshAssetParameters] 132 : U32 renderMeshAsset.submeshes[].vertexBuffer.vertexCount RefVariant[VertexBufferParameters] 133 : U32 renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.winding RefVariant[VertexFormatParameters] 134 : Bool renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.hasSeparateBoneBuffer RefVariant[VertexFormatParameters] 135 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats RefVariant[VertexFormatParameters] 136 : String renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].name RefVariant[VertexFormatParameters] 137 : I32 renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].semantic RefVariant[VertexFormatParameters] 138 : U32 renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].id RefVariant[VertexFormatParameters] 139 : U32 renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].format RefVariant[VertexFormatParameters] 140 : U32 renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].access RefVariant[VertexFormatParameters] 141 : Bool renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].serialize RefVariant[VertexFormatParameters] 142 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers RefVariant[VertexBufferParameters] 143 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU8x1] 144 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferU8x1] 145 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU8x2] 146 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU8x2] 147 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU8x2] 148 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU8x3] 149 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU8x3] 150 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU8x3] 151 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU8x3] 152 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU8x4] 153 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU8x4] 154 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU8x4] 155 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU8x4] 156 : U8 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w RefVariant[BufferU8x4] 157 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU16x1] 158 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferU16x1] 159 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU16x2] 160 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU16x2] 161 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU16x2] 162 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU16x3] 163 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU16x3] 164 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU16x3] 165 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU16x3] 166 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU16x4] 167 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU16x4] 168 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU16x4] 169 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU16x4] 170 : U16 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w RefVariant[BufferU16x4] 171 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU32x1] 172 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferU32x1] 173 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU32x2] 174 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU32x2] 175 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU32x2] 176 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU32x3] 177 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU32x3] 178 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU32x3] 179 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU32x3] 180 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU32x4] 181 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU32x4] 182 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU32x4] 183 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU32x4] 184 : U32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w RefVariant[BufferU32x4] 185 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferF32x1] 186 : F32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferF32x1] 187 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferF32x2] 188 : F32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferF32x2] 189 : F32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferF32x2] 190 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferF32x3] 191 : Vec3 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferF32x3] 192 : ArraySizeName renderMeshAsset.submeshes[].vertexBuffer.buffers[].data RefVariant[BufferF32x4] 193 : F32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferF32x4] 194 : F32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferF32x4] 195 : F32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferF32x4] 196 : F32 renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w RefVariant[BufferF32x4] 197 : ArraySizeName renderMeshAsset.submeshes[].indexBuffer RefVariant[SubmeshParameters] 198 : U32 renderMeshAsset.submeshes[].indexBuffer[] RefVariant[SubmeshParameters] 199 : ArraySizeName renderMeshAsset.submeshes[].vertexPartition RefVariant[SubmeshParameters] 200 : U32 renderMeshAsset.submeshes[].vertexPartition[] RefVariant[SubmeshParameters] 201 : ArraySizeName renderMeshAsset.submeshes[].indexPartition RefVariant[SubmeshParameters] 202 : U32 renderMeshAsset.submeshes[].indexPartition[] RefVariant[SubmeshParameters] 203 : ArraySizeName renderMeshAsset.submeshes[].smoothingGroups RefVariant[SubmeshParameters] 204 : U32 renderMeshAsset.submeshes[].smoothingGroups[] RefVariant[SubmeshParameters] 205 : ArraySizeName renderMeshAsset.materialNames RefVariant[RenderMeshAssetParameters] 206 : String renderMeshAsset.materialNames[] RefVariant[RenderMeshAssetParameters] 207 : ArraySizeName renderMeshAsset.partBounds RefVariant[RenderMeshAssetParameters] 208 : Bounds3 renderMeshAsset.partBounds[] RefVariant[RenderMeshAssetParameters] 209 : U32 renderMeshAsset.textureUVOrigin RefVariant[RenderMeshAssetParameters] 210 : U32 renderMeshAsset.boneCount RefVariant[RenderMeshAssetParameters] 211 : Bool renderMeshAsset.deleteStaticBuffersAfterUse RefVariant[RenderMeshAssetParameters] 212 : Bool renderMeshAsset.isReferenced RefVariant[RenderMeshAssetParameters] 213 : U32 initialDestructibleActorAllowanceForInstancing 214 : ArraySizeName chunkInstanceInfo 215 : U16 chunkInstanceInfo[].partIndex 216 : Vec3 chunkInstanceInfo[].chunkPositionOffset 217 : Vec2 chunkInstanceInfo[].chunkUVOffset 218 : ArraySizeName staticMaterialNames 219 : String staticMaterialNames[] 220 : F32 neighborPadding 221 : ArraySizeName overlapsAtDepth 222 : Bool overlapsAtDepth[].isCached RefVariant[CachedOverlaps] 223 : ArraySizeName overlapsAtDepth[].overlaps RefVariant[CachedOverlaps] 224 : I32 overlapsAtDepth[].overlaps[].i0 RefVariant[CachedOverlaps] 225 : I32 overlapsAtDepth[].overlaps[].i1 RefVariant[CachedOverlaps] 226 : ArraySizeName firstChunkAtDepth 227 : U32 firstChunkAtDepth[] 228 : U32 supportDepth 229 : Bool formExtendedStructures 230 : Bool useAssetDefinedSupport 231 : Bool useWorldSupport 232 : ArraySizeName actorTransforms 233 : Mat44 actorTransforms[] 234 : ArraySizeName scatterMeshAssets 235 : ArraySizeName scatterMeshAssets[].submeshes RefVariant[RenderMeshAssetParameters] 236 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.vertexCount RefVariant[VertexBufferParameters] 237 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.winding RefVariant[VertexFormatParameters] 238 : Bool scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.hasSeparateBoneBuffer RefVariant[VertexFormatParameters] 239 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats RefVariant[VertexFormatParameters] 240 : String scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].name RefVariant[VertexFormatParameters] 241 : I32 scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].semantic RefVariant[VertexFormatParameters] 242 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].id RefVariant[VertexFormatParameters] 243 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].format RefVariant[VertexFormatParameters] 244 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].access RefVariant[VertexFormatParameters] 245 : Bool scatterMeshAssets[].submeshes[].vertexBuffer.vertexFormat.bufferFormats[].serialize RefVariant[VertexFormatParameters] 246 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers RefVariant[VertexBufferParameters] 247 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU8x1] 248 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferU8x1] 249 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU8x2] 250 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU8x2] 251 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU8x2] 252 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU8x3] 253 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU8x3] 254 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU8x3] 255 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU8x3] 256 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU8x4] 257 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU8x4] 258 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU8x4] 259 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU8x4] 260 : U8 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].w RefVariant[BufferU8x4] 261 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU16x1] 262 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferU16x1] 263 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU16x2] 264 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU16x2] 265 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU16x2] 266 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU16x3] 267 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU16x3] 268 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU16x3] 269 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU16x3] 270 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU16x4] 271 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU16x4] 272 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU16x4] 273 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU16x4] 274 : U16 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].w RefVariant[BufferU16x4] 275 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU32x1] 276 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferU32x1] 277 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU32x2] 278 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU32x2] 279 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU32x2] 280 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU32x3] 281 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU32x3] 282 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU32x3] 283 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU32x3] 284 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferU32x4] 285 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferU32x4] 286 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferU32x4] 287 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferU32x4] 288 : U32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].w RefVariant[BufferU32x4] 289 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferF32x1] 290 : F32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferF32x1] 291 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferF32x2] 292 : F32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferF32x2] 293 : F32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferF32x2] 294 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferF32x3] 295 : Vec3 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[] RefVariant[BufferF32x3] 296 : ArraySizeName scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data RefVariant[BufferF32x4] 297 : F32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].x RefVariant[BufferF32x4] 298 : F32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].y RefVariant[BufferF32x4] 299 : F32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].z RefVariant[BufferF32x4] 300 : F32 scatterMeshAssets[].submeshes[].vertexBuffer.buffers[].data[].w RefVariant[BufferF32x4] 301 : ArraySizeName scatterMeshAssets[].submeshes[].indexBuffer RefVariant[SubmeshParameters] 302 : U32 scatterMeshAssets[].submeshes[].indexBuffer[] RefVariant[SubmeshParameters] 303 : ArraySizeName scatterMeshAssets[].submeshes[].vertexPartition RefVariant[SubmeshParameters] 304 : U32 scatterMeshAssets[].submeshes[].vertexPartition[] RefVariant[SubmeshParameters] 305 : ArraySizeName scatterMeshAssets[].submeshes[].indexPartition RefVariant[SubmeshParameters] 306 : U32 scatterMeshAssets[].submeshes[].indexPartition[] RefVariant[SubmeshParameters] 307 : ArraySizeName scatterMeshAssets[].submeshes[].smoothingGroups RefVariant[SubmeshParameters] 308 : U32 scatterMeshAssets[].submeshes[].smoothingGroups[] RefVariant[SubmeshParameters] 309 : ArraySizeName scatterMeshAssets[].materialNames RefVariant[RenderMeshAssetParameters] 310 : String scatterMeshAssets[].materialNames[] RefVariant[RenderMeshAssetParameters] 311 : ArraySizeName scatterMeshAssets[].partBounds RefVariant[RenderMeshAssetParameters] 312 : Bounds3 scatterMeshAssets[].partBounds[] RefVariant[RenderMeshAssetParameters] 313 : U32 scatterMeshAssets[].textureUVOrigin RefVariant[RenderMeshAssetParameters] 314 : U32 scatterMeshAssets[].boneCount RefVariant[RenderMeshAssetParameters] 315 : Bool scatterMeshAssets[].deleteStaticBuffersAfterUse RefVariant[RenderMeshAssetParameters] 316 : Bool scatterMeshAssets[].isReferenced RefVariant[RenderMeshAssetParameters] 317 : ArraySizeName scatterMeshIndices 318 : U8 scatterMeshIndices[] 319 : ArraySizeName scatterMeshTransforms 320 : Mat33 scatterMeshTransforms[].matrix 321 : Vec3 scatterMeshTransforms[].vector
'actorTransforms[]' : List of actor poses (that may contain scaling) which may be saved in the asset for convenience
List of actor poses (that may contain scaling) which may be saved in the asset for convenience.
'behaviorGroups[].damageColorChange' : Describes how damage changes the color of vertices in the render mesh.
Describes how damage changes the color of vertices in the render mesh. If this vector is non-zero, then a dynamic (per-actor) color channel will be created and initialized to the asset's color channel, if it exists. Damage taken will go through the spread and envelope function described by damageColoring, and each color will be modified by the resulting damage, scaled by the values in damageColorChange. The change to color channel C is given by color[C] = clamp(color[C] + damageColorChange[C]*255*min(1.0, damage/damageThreshold), 0, 255).
'behaviorGroups[].damageColorSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius.
How damage varies between the minimum radius and the calculated damage radius. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier. Within the minimumRadius, the full damage is applied to chunks. Past the minimumRadius, the formla for damage is: damage = (input damage) * ((radius - distance)/(radius - minimumRadius))^falloffExponent. Note: falloffExponent = 0.0 gives no falloff, so that damage = (input damage) over the entire range [0, radius). falloffExponent = 1.0 gives linear falloff.
'behaviorGroups[].damageColorSpread.minimumRadius' : The minimum radius of damage spread when damage is applied.
The minimum radius of damage spread when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'behaviorGroups[].damageColorSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied.
A scale to apply to the input damage radius when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'behaviorGroups[].damageSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius.
How damage varies between the minimum radius and the calculated damage radius. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier. Within the minimumRadius, the full damage is applied to chunks. Past the minimumRadius, the formla for damage is: damage = (input damage) * ((radius - distance)/(radius - minimumRadius))^falloffExponent. Note: falloffExponent = 0.0 gives no falloff, so that damage = (input damage) over the entire range [0, radius). falloffExponent = 1.0 gives linear falloff.
'behaviorGroups[].damageSpread.minimumRadius' : The minimum radius of damage spread when damage is applied.
The minimum radius of damage spread when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'behaviorGroups[].damageSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied.
A scale to apply to the input damage radius when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'behaviorGroups[].damageThreshold' : The damage amount which will cause a chunk to fracture (break free) from the destructible.
The damage amount which will cause a chunk to fracture (break free) from the destructible. This is obtained from the damage value passed into the NxDestructibleActor::applyDamage, or NxDestructibleActor::applyRadiusDamage, or via impact (see 'forceToDamage', below).
'behaviorGroups[].damageToRadius' : Controls the distance into the destructible to propagate damage.
Controls the distance into the destructible to propagate damage. The damage applied to the chunk is multiplied by damageToRadius, to get the propagation distance. All chunks within the radius will have damage applied to them. The damage applied to each chunk varies with distance to the damage application position. Full damage is taken at zero distance, and zero damage at the damage radius. NOTE: This parameter is deprecated for point and radius damage. It will be used for those types of damage if legacy damage behavior is enabled with NxModuleDestructible::setUseLegacyDamageRadiusSpread. Otherwise, the new parameters damageSpread.minimumRadius, damageSpread.radiusMultiplier, and damageSpread.falloffExponent are used. For impact damage, this parameter will continue to be used, however the radius will no longer scale with object size. The radius will continue to scale with the damage as a fraction of damageThreshold, however. If legacy damage behavior is used, this parameter will behave as before with respect to impact damage as well (scaling with object size).
'behaviorGroups[].density' : Chunk density
Chunk density. (TODO: better description)
'behaviorGroups[].fadeOut' : Chunk fade out
Chunk fade out. (TODO: better description)
'behaviorGroups[].materialStrength' : When a chunk takes impact, this is the maximum impulse the contact can generate.
When a chunk takes impact damage due to physical contact (see see NxDestructibleDepthParameters), this parameter is the maximum impulse the contact can generate. Weak materials such as glass may have this set to a low value, so that heavier objects will pass through them during fracture. N.B.: Setting this parameter to 0 disables the impulse cap; that is, zero is interpreted as infinite. Default value = 0.0f.
'behaviorGroups[].name' : Name of behavior group
Name of behavior group, eg Concrete or Glass.
'behaviorGroups[].userData' : User data field.
User data field. This 64-bit field can be set and retrieved by the user at runtime.
'bounds' : The AABB of the destructible asset
The axis-aligned bounding box of the destructible asset. This is the smallest AABB which contains all chunk AABBs.
'chunkConvexHulls[]' :
'chunkConvexHullStartIndices[]' : Map into array of convex hulls
Map into array of convex hulls. The convex hulls for chunk i are in the chunkConvexHulls array, starting at chunkConvexHulls[i], and ending at chunkConvexHulls[i+1]-1. The array length is one greater than that of chunkConvexHulls.
'chunkInstanceInfo[].chunkPositionOffset' : Translation for this chunk mesh within the asset
Translation for this chunk mesh within the asset. Normally a chunk needs no translation, but if a chunk is instanced within the asset, then this translation is needed.
'chunkInstanceInfo[].chunkUVOffset' : UV translation for this chunk mesh's vertices
UV translation for this chunk mesh's vertices.
'chunkInstanceInfo[].partIndex' : The part instanced for this chunk
The part instanced for this chunk.
'chunks[].behaviorGroupIndex' : Behavior group this chunk is associated with
Behavior group this chunk is associated with. This includes flags, damage threshold, density, impact resistance, and collision mask.
'chunks[].depth' : The depth of the chunk in the hierarchy
The depth of the chunk in the hierarchy. Level 0 chunks correspond to the unfractured (original) mesh. Level 1 chunks are their children, formed by splitting level 0 chunks, etc.
'chunks[].firstChildIndex' : The index of this chunk's first child in the hierarchy
The index of this chunk's first child in the hierarchy. All children have contiguous chunk indices, and lie in the range [firstChildIndex,firstChildIndex+numChildren-1]. If the chunk has no children, this value is undefined.
'chunks[].firstScatterMesh' : Index of first scatter mesh (in scatterMeshIndices and scatterMeshTransforms)
Index of first scatter mesh (in scatterMeshIndices and scatterMeshTransforms).
'chunks[].flags' : Flags which define individual chunk attributes
Flags which define individual chunk attributes, such as support, fractureability, etc.
'chunks[].meshPartIndex' : The corresponding mesh part for this chunk
If this chunk is not instanced, this is the corresponding mesh part for this chunk, in the NxApexRenderMeshAsset included within this destructible asset. If this chunk is instanced, this refers to the InstanceInfo in the asset (see InstanceInfo).
'chunks[].numChildren' : This chunk's number of children
This chunk's number of children. If not 0, firstChildIndex is valid (see firstChildIndex).
'chunks[].parentIndex' : The index of the chunk's parent in the hierarchy
The index of the chunk's parent in the hierarchy. If the chunk has no parent (its depth is 0), then the parentIndex is -1.
'chunks[].scatterMeshCount' : Number of scatter meshes (in scatterMeshIndices and scatterMeshTransforms)
Number of scatter meshes (in scatterMeshIndices and scatterMeshTransforms).
'chunks[].surfaceNormal' : The average surface normal of this chunk
The average surface normal of this chunk. This is the normalized average of all triangle normals which are part of the original (unfractured) mesh.
'collisionData' :
'comments' : Human-readable string which describes which tool created this asset, its version, etc.
Human-readable string which describes which tool created this asset, its version, etc.
'crumbleEmitterName' : The name of the crumble emitter to use
The name of the crumble emitter to use when crumbling the smallest chunks.
'defaultBehaviorGroup.damageColorChange' : Describes how damage changes the color of vertices in the render mesh.
Describes how damage changes the color of vertices in the render mesh. If this vector is non-zero, then a dynamic (per-actor) color channel will be created and initialized to the asset's color channel, if it exists. Damage taken will go through the spread and envelope function described by damageColoring, and each color will be modified by the resulting damage, scaled by the values in damageColorChange. The change to color channel C is given by color[C] = clamp(color[C] + damageColorChange[C]*255*min(1.0, damage/damageThreshold), 0, 255).
'defaultBehaviorGroup.damageColorSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius.
How damage varies between the minimum radius and the calculated damage radius. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier. Within the minimumRadius, the full damage is applied to chunks. Past the minimumRadius, the formla for damage is: damage = (input damage) * ((radius - distance)/(radius - minimumRadius))^falloffExponent. Note: falloffExponent = 0.0 gives no falloff, so that damage = (input damage) over the entire range [0, radius). falloffExponent = 1.0 gives linear falloff.
'defaultBehaviorGroup.damageColorSpread.minimumRadius' : The minimum radius of damage spread when damage is applied.
The minimum radius of damage spread when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'defaultBehaviorGroup.damageColorSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied.
A scale to apply to the input damage radius when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'defaultBehaviorGroup.damageSpread.falloffExponent' : How damage varies between the minimum radius and the calculated damage radius.
How damage varies between the minimum radius and the calculated damage radius. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier. Within the minimumRadius, the full damage is applied to chunks. Past the minimumRadius, the formla for damage is: damage = (input damage) * ((radius - distance)/(radius - minimumRadius))^falloffExponent. Note: falloffExponent = 0.0 gives no falloff, so that damage = (input damage) over the entire range [0, radius). falloffExponent = 1.0 gives linear falloff.
'defaultBehaviorGroup.damageSpread.minimumRadius' : The minimum radius of damage spread when damage is applied.
The minimum radius of damage spread when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'defaultBehaviorGroup.damageSpread.radiusMultiplier' : A scale to apply to the input damage radius when damage is applied.
A scale to apply to the input damage radius when damage is applied. The formula for the damage radius is radius = minimumRadius + (input radius) * radiusMultiplier.
'defaultBehaviorGroup.damageThreshold' : The damage amount which will cause a chunk to fracture (break free) from the destructible.
The damage amount which will cause a chunk to fracture (break free) from the destructible. This is obtained from the damage value passed into the NxDestructibleActor::applyDamage, or NxDestructibleActor::applyRadiusDamage, or via impact (see 'forceToDamage', below).
'defaultBehaviorGroup.damageToRadius' : Controls the distance into the destructible to propagate damage.
Controls the distance into the destructible to propagate damage. The damage applied to the chunk is multiplied by damageToRadius, to get the propagation distance. All chunks within the radius will have damage applied to them. The damage applied to each chunk varies with distance to the damage application position. Full damage is taken at zero distance, and zero damage at the damage radius. NOTE: This parameter is deprecated for point and radius damage. It will be used for those types of damage if legacy damage behavior is enabled with NxModuleDestructible::setUseLegacyDamageRadiusSpread. Otherwise, the new parameters damageSpread.minimumRadius, damageSpread.radiusMultiplier, and damageSpread.falloffExponent are used. For impact damage, this parameter will continue to be used, however the radius will no longer scale with object size. The radius will continue to scale with the damage as a fraction of damageThreshold, however. If legacy damage behavior is used, this parameter will behave as before with respect to impact damage as well (scaling with object size).
'defaultBehaviorGroup.density' : Chunk density
Chunk density. (TODO: better description)
'defaultBehaviorGroup.fadeOut' : Chunk fade out
Chunk fade out. (TODO: better description)
'defaultBehaviorGroup.materialStrength' : When a chunk takes impact, this is the maximum impulse the contact can generate.
When a chunk takes impact damage due to physical contact (see see NxDestructibleDepthParameters), this parameter is the maximum impulse the contact can generate. Weak materials such as glass may have this set to a low value, so that heavier objects will pass through them during fracture. N.B.: Setting this parameter to 0 disables the impulse cap; that is, zero is interpreted as infinite. Default value = 0.0f.
'defaultBehaviorGroup.name' : Name of behavior group
Name of behavior group, eg Concrete or Glass.
'defaultBehaviorGroup.userData' : User data field.
User data field. This 64-bit field can be set and retrieved by the user at runtime.
'depthCount' : The number of chunk depth levels
The number of chunk depth levels. This is 1 for an unfractured mesh.
'depthParameters[].IGNORE_CONTACT_CALLBACKS' : Chunks at this depth should be ignored in contact callbacks.
Chunks at this depth should be ignored in contact callbacks.
'depthParameters[].IGNORE_POSE_UPDATES' : Chunks at this depth should have pose updates ignored.
Chunks at this depth should have pose updates ignored.
'depthParameters[].IGNORE_RAYCAST_CALLBACKS' : Chunks at this depth should be ignored in raycast callbacks.
Chunks at this depth should be ignored in raycast callbacks.
'depthParameters[].OVERRIDE_IMPACT_DAMAGE' : If true, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE, no matter the setting of impactDamageDefaultDepth.
Chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE, no matter the setting of impactDamageDefaultDepth.
'depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE' : If OVERRIDE_IMPACT_DAMAGE = TRUE, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE.
If OVERRIDE_IMPACT_DAMAGE = TRUE, chunks at this hierarchy depth level will take impact damage iff OVERRIDE_IMPACT_DAMAGE_VALUE = TRUE.
'depthParameters[].USER_FLAG_0' : User defined flag.
User defined flag.
'depthParameters[].USER_FLAG_1' : User defined flag.
User defined flag.
'depthParameters[].USER_FLAG_2' : User defined flag.
User defined flag.
'depthParameters[].USER_FLAG_3' : User defined flag.
User defined flag.
'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.
'dustEmitterName' : The name of the dust emitter to use
The name of the dust emitter to use. If defined, dust particles will be spawned above the chunk surface traces when a chunk is fractured.
'firstChunkAtDepth[]' : The first index of chunks at each depth
The first index of chunks at each depth in the hierarchy. All chunks at a given depth are stored contiguously.
'formExtendedStructures' : If initially static, the destructible will become part of an extended support structure if it is in contact with another static destructible that also has this flag set.
If initially static, the destructible will become part of an extended support structure if it is in contact with another static destructible that also has this flag set.
'initialDestructibleActorAllowanceForInstancing' : Initial actor estimate for instance buffer allocation
Initial actor estimate for instance buffer allocation. Used for setting instance buffer sizes.
'neighborPadding' : Padding used for chunk neighbor tests.
Padding used for chunk neighbor tests. This padding is relative to the largest diagonal of the asset's local bounding box. This value must be non-negative. Default value = 0.001f.
'originalDepthCount' : The depth count when authored
The depth count when authored - this way we can tell how far it's been reduced.
'overlapsAtDepth[]' :
'renderMeshAsset' :
'RTFractureBehaviorGroup' : The array of behavior groups referenced by chunks
The array of behavior groups referenced by chunks. Each chunk references a behavior group for chunk-specific reactions.
'scatterMeshAssets[]' :
'scatterMeshIndices[]' : Array of indices for scatter meshes defined in the asset
Array of indices for scatter meshes defined in the asset. Valid indices must be in the range [0,N), where N is the size of the scatterMeshAssets array.
'scatterMeshTransforms[].matrix' : The matrix part of the transform, containing the (possibly scaled axis-unaligned) rotation
The matrix part of the transform, containing the (possibly scaled axis-unaligned) rotation.
'scatterMeshTransforms[].vector' : The vector part of the transform, containing a translation
The vector part of the transform, containing a translation.
'staticMaterialNames[]' : Alternative material names for the static render mesh, if it's created
Alternative material names for the static render mesh, if it's created.
'supportDepth' : The chunk hierarchy depth at which to create a support graph.
The chunk hierarchy depth at which to create a support graph. Higher depth levels give more detailed support, but will give a higher computational load. Chunks below the support depth will never be supported.
'useAssetDefinedSupport' : If set, then chunks which are tagged as 'support' chunks
If set, then chunks which are tagged as 'support' chunks (via NxDestructibleChunkDesc::isSupportChunk) will have environmental support in static destructibles. Note: if both ASSET_DEFINED_SUPPORT and WORLD_SUPPORT are set, then chunks must be tagged as 'support' chunks AND overlap the NxScene's static geometry in order to be environmentally supported.
'useWorldSupport' : If set, then chunks which overlap the NxScene's static geometry will have environmental support
If set, then chunks which overlap the NxScene's static geometry will have environmental support in static destructibles. Note: if both ASSET_DEFINED_SUPPORT and WORLD_SUPPORT are set, then chunks must be tagged as 'support' chunks AND overlap the NxScene's static geometry in order to be environmentally supported.