Describes the NxParameterized::Interface for 'DestructibleModuleParameters' : This class is used for initializing the NxModuleDestructible. More...
#include <params.h>
Public Attributes | |
I32 | gpuRigidBodySettings.gpuDeviceOrdinal |
'gpuRigidBodySettings.gpuDeviceOrdinal' : override automatic GPU detection and selection | |
F32 | gpuRigidBodySettings.meshCellSize |
'gpuRigidBodySettings.meshCellSize' : Size of grid cells used in mesh collision. | |
F32 | gpuRigidBodySettings.skinWidth |
'gpuRigidBodySettings.skinWidth' : Collision skin width, as in PhysX. | |
U32 | gpuRigidBodySettings.nonPenSolverPosIterCount |
'gpuRigidBodySettings.nonPenSolverPosIterCount' : Number of non-penetration solver iterations. | |
U32 | gpuRigidBodySettings.frictionSolverPosIterCount |
'gpuRigidBodySettings.frictionSolverPosIterCount' : Number of friction solver position iterations. | |
U32 | gpuRigidBodySettings.frictionSolverVelIterCount |
'gpuRigidBodySettings.frictionSolverVelIterCount' : Number of friction solver velocity iterations. | |
F32 | gpuRigidBodySettings.maxLinAcceleration |
'gpuRigidBodySettings.maxLinAcceleration' : Maximum linear acceleration | |
U32 | gpuRigidBodySettings.gpuMemSceneSize |
'gpuRigidBodySettings.gpuMemSceneSize' : Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc) | |
U32 | gpuRigidBodySettings.gpuMemTempDataSize |
'gpuRigidBodySettings.gpuMemTempDataSize' : Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc) | |
U32 | gpuRigidBodySettings.sphereSlices |
'gpuRigidBodySettings.sphereSlices' : Slices to use for convex sphere representation | |
U32 | gpuRigidBodySettings.sphereStacks |
'gpuRigidBodySettings.sphereStacks' : Stacks to use for convex sphere representation | |
U32 | gpuRigidBodySettings.capsuleSlices |
'gpuRigidBodySettings.capsuleSlices' : Slices to use for convex capsule representation | |
U32 | gpuRigidBodySettings.capsuleStacks |
'gpuRigidBodySettings.capsuleStacks' : Stacks to use for convex capsule representation | |
U32 | maxDynamicChunkIslandCount |
'maxDynamicChunkIslandCount' : The maximum number of dynamic NxActors that will be allowed to be active per NxApexScene. A value of 0 (the default) is interpreted as no limit. | |
Bool | sortFIFOByBenefit |
'sortFIFOByBenefit' : Instead of keeping the maxCount youngest, use maxCount largest benefit if this is true. | |
F32 | validBoundsPadding |
'validBoundsPadding' : The padding applied to the combined scene valid bounds and NxDestructible actor bounds. The final combined and passed bounds is used to cull NxActors and GrbActors | |
F32 | maxChunkSeparationLOD |
'maxChunkSeparationLOD' : Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks. | |
U32 | maxActorCreatesPerFrame |
'maxActorCreatesPerFrame' : Lets the user throttle the number of SDK actor creates per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited). | |
U32 | maxChunkDepthOffset |
'maxChunkDepthOffset' : Effectively eliminates the higher level (smaller) chunks from NxDestructibleAssets (see NxDestructibleAsset). | |
F32 | massScale |
'massScale' : Used with scaledMassExponent for scaling dynamic chunk masses. | |
F32 | scaledMassExponent |
'scaledMassExponent' : Used with massScale for scaling dynamic chunk masses. |
Describes the NxParameterized::Interface for 'DestructibleModuleParameters' : This class is used for initializing the NxModuleDestructible.
DestructibleModuleParameters contains 21 fully qualified names --------------------------------------------- 1 : I32 gpuRigidBodySettings.gpuDeviceOrdinal 2 : F32 gpuRigidBodySettings.meshCellSize 3 : F32 gpuRigidBodySettings.skinWidth 4 : U32 gpuRigidBodySettings.nonPenSolverPosIterCount 5 : U32 gpuRigidBodySettings.frictionSolverPosIterCount 6 : U32 gpuRigidBodySettings.frictionSolverVelIterCount 7 : F32 gpuRigidBodySettings.maxLinAcceleration 8 : U32 gpuRigidBodySettings.gpuMemSceneSize 9 : U32 gpuRigidBodySettings.gpuMemTempDataSize 10 : U32 gpuRigidBodySettings.sphereSlices 11 : U32 gpuRigidBodySettings.sphereStacks 12 : U32 gpuRigidBodySettings.capsuleSlices 13 : U32 gpuRigidBodySettings.capsuleStacks 14 : U32 maxDynamicChunkIslandCount 15 : Bool sortFIFOByBenefit 16 : F32 validBoundsPadding 17 : F32 maxChunkSeparationLOD 18 : U32 maxActorCreatesPerFrame 19 : U32 maxChunkDepthOffset 20 : F32 massScale 21 : F32 scaledMassExponent
'gpuRigidBodySettings.capsuleSlices' : Slices to use for convex capsule representation
'gpuRigidBodySettings.capsuleStacks' : Stacks to use for convex capsule representation
'gpuRigidBodySettings.frictionSolverPosIterCount' : Number of friction solver position iterations.
'gpuRigidBodySettings.frictionSolverVelIterCount' : Number of friction solver velocity iterations.
'gpuRigidBodySettings.gpuDeviceOrdinal' : override automatic GPU detection and selection
Leaving this field at its default value (-1) will disable GRB entirely. Setting this field to -2 will allow GRB to use the default PhysX GPU as defined by the NVIDIA control panel. A value of -3 is the same as -2, except device detection fails silently (no warnings to the error stream). Any other value will explicitly specify the GPU ordinal to use for all GRB scenes.
'gpuRigidBodySettings.gpuMemSceneSize' : Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc)
'gpuRigidBodySettings.gpuMemTempDataSize' : Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc)
'gpuRigidBodySettings.maxLinAcceleration' : Maximum linear acceleration
'gpuRigidBodySettings.meshCellSize' : Size of grid cells used in mesh collision.
'gpuRigidBodySettings.nonPenSolverPosIterCount' : Number of non-penetration solver iterations.
'gpuRigidBodySettings.skinWidth' : Collision skin width, as in PhysX.
'gpuRigidBodySettings.sphereSlices' : Slices to use for convex sphere representation
'gpuRigidBodySettings.sphereStacks' : Stacks to use for convex sphere representation
'massScale' : Used with scaledMassExponent for scaling dynamic chunk masses.
Used with scaledMassExponent for scaling dynamic chunk masses. The 'real' mass m of a chunk is calculated by the destructible actor's density multiplied by the total volume of the chunk's (scaled) collision shapes. The mass used in the simulation is massScale*pow(m/massScale,scaledMassExponent). Values less than 1 have the effect of reducing the ratio of different masses. The closer scaledMassExponent is to zero, the more the ratio will be 'flattened.' This helps PhysX converge when there is a very large number of interacting rigid bodies (such as a pile of destructible chunks). Valid range: (0,infinity). Default = 1.0.
'maxActorCreatesPerFrame' : Lets the user throttle the number of SDK actor creates per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).
'maxChunkDepthOffset' : Effectively eliminates the higher level (smaller) chunks from NxDestructibleAssets (see NxDestructibleAsset).
If maxChunkDepthOffset = 0, all chunks can be fractured. If maxChunkDepthOffset = 1, the highest level (smallest) chunks are eliminated, etc. This prevents too many chunks from being formed. In other words, the higher maxChunkDepthOffset, the lower the LOD.
'maxChunkSeparationLOD' : Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.
Chunk islands are destroyed after this time or separation from their origins. This parameter sets the lifetimes and max separations within their min-max ranges. The valid range is [0,1]. Default is 0.5.
'maxDynamicChunkIslandCount' : The maximum number of dynamic NxActors that will be allowed to be active per NxApexScene. A value of 0 (the default) is interpreted as no limit.
'scaledMassExponent' : Used with massScale for scaling dynamic chunk masses.
Used with massScale for scaling dynamic chunk masses. The 'real' mass m of a chunk is calculated by the destructible actor's density multiplied by the total volume of the chunk's (scaled) collision shapes. The mass used in the simulation is massScale*pow(m/massScale,scaledMassExponent). Values less than 1 have the effect of reducing the ratio of different masses. The closer scaledMassExponent is to zero, the more the ratio will be 'flattened.' This helps PhysX converge when there is a very large number of interacting rigid bodies (such as a pile of destructible chunks). Valid range: (0,1]. Default = 0.5.
'sortFIFOByBenefit' : Instead of keeping the maxCount youngest, use maxCount largest benefit if this is true.
'validBoundsPadding' : The padding applied to the combined scene valid bounds and NxDestructible actor bounds. The final combined and passed bounds is used to cull NxActors and GrbActors