Public Attributes
DestructibleAssetParameters Struct Reference

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

#include <params.h>

List of all members.

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

Detailed Description

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                                                          

Member Data Documentation

'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.


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

Generated on Mon Apr 28 2014 08:02:05

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