nvidia::apex::DestructibleAssetAuthoring Member List
This is the complete list of members for nvidia::apex::DestructibleAssetAuthoring, including all inherited members.
addChunkOverlaps(IntPair *supportGraphEdges, uint32_t numSupportGraphEdges)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
appendActorTransforms(const PxMat44 *transforms, uint32_t transformCount)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
applyTransformation(const PxMat44 &transformation, float scale)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
applyTransformation(const PxMat44 &transformation)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
buildCutoutSet(const uint8_t *pixelBuffer, uint32_t bufferWidth, uint32_t bufferHeight, float snapThreshold, bool periodic)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
buildExplicitHierarchicalMesh(ExplicitHierarchicalMesh &hMesh, const ExplicitRenderTriangle *meshTriangles, uint32_t meshTriangleCount, const ExplicitSubmeshData *submeshData, uint32_t submeshCount, uint32_t *meshPartition=NULL, uint32_t meshPartitionCount=0, int32_t *parentIndices=NULL, uint32_t parentIndexCount=0)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
buildSliceMesh(const ExplicitRenderTriangle *&mesh, const FractureTools::NoiseParameters &noiseParameters, const PxPlane &slicePlane, uint32_t randomSeed)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
cacheChunkOverlapsUpToDepth(int32_t depth=-1)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
calculateCutoutUVMapping(PxMat33 &mapping, const nvidia::ExplicitRenderTriangle &triangle)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
calculateCutoutUVMapping(PxMat33 &mapping, const PxVec3 &targetDirection)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
clearActorTransforms()=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
clearChunkOverlaps(int32_t depth=-1, bool keepCachedFlag=false)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
cookChunks(const DestructibleAssetCookingDesc &cookingDesc, bool cacheOverlaps=true, uint32_t *chunkIndexMapUser2Apex=NULL, uint32_t *chunkIndexMapApex2User=NULL, uint32_t chunkIndexMapCount=0)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
createChippedMesh(const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureCutoutDesc &desc, const FractureTools::CutoutSet &cutoutSet, const FractureTools::FractureSliceDesc &sliceDesc, const FractureTools::FractureVoronoiDesc &voronoiDesc, const CollisionDesc &collisionDesc, uint32_t randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
createExplicitHierarchicalMeshConvexHull()=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
createHierarchicallySplitMesh(const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureSliceDesc &desc, const CollisionDesc &collisionDesc, bool exportCoreMesh, int32_t coreMeshImprintSubmeshIndex, uint32_t randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
createScatterMeshSites(uint8_t *meshIndices, PxMat44 *relativeTransforms, uint32_t *chunkMeshStarts, uint32_t scatterMeshInstancesBufferSize, uint32_t targetChunkCount, const uint16_t *targetChunkIndices, uint32_t *randomSeed, uint32_t scatterMeshAssetCount, nvidia::RenderMeshAsset **scatterMeshAssets, const uint32_t *minCount, const uint32_t *maxCount, const float *minScales, const float *maxScales, const float *maxAngles)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
createVoronoiSitesInsideMesh(PxVec3 *siteBuffer, uint32_t *siteChunkIndices, uint32_t siteCount, uint32_t *randomSeed, uint32_t *microgridSize, BSPOpenMode::Enum meshMode, IProgressListener &progressListener, uint32_t chunkIndex=0xFFFFFFFF)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
createVoronoiSplitMesh(const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureVoronoiDesc &desc, const CollisionDesc &collisionDesc, bool exportCoreMesh, int32_t coreMeshImprintSubmeshIndex, uint32_t randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
deserializeFractureToolState(PxFileBuf &stream, nvidia::ExplicitHierarchicalMesh::Embedding &embedding)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getActorTransformCount() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getActorTransforms() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getCachedOverlapCountAtDepth(uint32_t depth)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getCachedOverlapsAtDepth(uint32_t depth)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getChunkChild(uint32_t chunkIndex, uint32_t childIndex) const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getChunkChildCount(uint32_t chunkIndex) const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getChunkCount() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getChunkPositionOffset(uint32_t chunkIndex) const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getChunkUVOffset(uint32_t chunkIndex) const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getCoreExplicitHierarchicalMesh()=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getCutoutSet()=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getDepthCount() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getDestructibleInitParameters() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getDestructibleParameters() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getExplicitHierarchicalMesh()=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getFractureImpulseScale() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getImpactVelocityThreshold() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getInstancedChunkMeshCount() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getNeighborPadding() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getPartIndex(uint32_t chunkIndex) const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getRenderMeshAsset() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getScatterMeshAssetCount() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getScatterMeshAssets() const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
getStats(DestructibleAssetStats &stats) const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
hierarchicallySplitChunk(uint32_t chunkIndex, const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureSliceDesc &desc, const CollisionDesc &collisionDesc, uint32_t *randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
importDestructibleAssetToRootMesh(const nvidia::DestructibleAsset &destructibleAsset, uint32_t maxRootDepth=UINT32_MAX)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
importRenderMeshAssetToRootMesh(const nvidia::RenderMeshAsset &renderMeshAsset, uint32_t maxRootDepth=UINT32_MAX)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
partitionMeshByIslands(nvidia::ExplicitRenderTriangle *mesh, uint32_t meshTriangleCount, uint32_t *meshPartition, uint32_t meshPartitionMaxCount, float padding=0.0001f)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
removeChunkOverlaps(IntPair *supportGraphEdges, uint32_t numSupportGraphEdges, bool keepCachedFlagIfEmpty)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
removePlatformMaxDepth(PlatformTag platform)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
serializeFractureToolState(PxFileBuf &stream, nvidia::ExplicitHierarchicalMesh::Embedding &embedding) const =0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setBSPBuildParameters(float logAreaSigmaThreshold, uint32_t testSetSize, float splitWeight, float imbalanceWeight)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setBSPTolerances(float linearTolerance, float angularTolerance, float baseTolerance, float clipTolerance, float cleaningTolerance)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setChunkOverlapsCacheDepth(int32_t depth=-1)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setCoreMesh(const ExplicitRenderTriangle *mesh, uint32_t meshTriangleCount, const ExplicitSubmeshData *submeshData, uint32_t submeshCount, uint32_t *meshPartition=NULL, uint32_t meshPartitionCount=0)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setCrumbleEmitterName(const char *)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setDestructibleInitParameters(const DestructibleInitParameters &)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setDestructibleParameters(const DestructibleParameters &)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setDustEmitterName(const char *)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setFracturePatternName(const char *)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setNeighborPadding(float neighborPadding)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setPlatformMaxDepth(PlatformTag platform, uint32_t maxDepth)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setRenderMeshAsset(RenderMeshAsset *)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setRootMesh(const ExplicitRenderTriangle *meshTriangles, uint32_t meshTriangleCount, const ExplicitSubmeshData *submeshData, uint32_t submeshCount, uint32_t *meshPartition=NULL, uint32_t meshPartitionCount=0, int32_t *parentIndices=NULL, uint32_t parentIndexCount=0)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
setScatterMeshAssets(RenderMeshAsset **scatterMeshAssetArray, uint32_t scatterMeshAssetArraySize)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
trimCollisionGeometry(const uint32_t *partIndices, uint32_t partIndexCount, float maxTrimFraction=0.2f)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
visualizeVoronoiCells(nvidia::RenderDebugInterface &debugRender, const PxVec3 *sites, uint32_t siteCount, const uint32_t *cellColors, uint32_t cellColorCount, const PxBounds3 &bounds, uint32_t cellIndex=0xFFFFFFFF)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]
voronoiSplitChunk(uint32_t chunkIndex, const FractureTools::MeshProcessingParameters &meshProcessingParams, const FractureTools::FractureVoronoiDesc &desc, const CollisionDesc &collisionDesc, uint32_t *randomSeed, IProgressListener &progressListener, volatile bool *cancel=NULL)=0nvidia::apex::DestructibleAssetAuthoring [pure virtual]

Generated on Tue Aug 1 2017 22:43:54

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