Public Attributes
DestructibleModuleParameters Struct Reference

Describes the NxParameterized::Interface for 'DestructibleModuleParameters' : This class is used for initializing the NxModuleDestructible. More...

#include <params.h>

List of all members.

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.

Detailed Description

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                               

Member Data Documentation

'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


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

Generated on Mon Apr 28 2014 08:02:05

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