Public Attributes
DestructibleActorState Struct Reference

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

#include <params.h>

List of all members.

Public Attributes

Bool enableCrumbleEmitter
 'enableCrumbleEmitter' : Whether or not the crumble emitter is active
Bool enableDustEmitter
 'enableDustEmitter' : Whether or not the dust emitter is active
F32 internalLODWeights.maxDistance
 'internalLODWeights.maxDistance' : Helpful documentation goes here
F32 internalLODWeights.distanceWeight
 'internalLODWeights.distanceWeight' : Helpful documentation goes here
F32 internalLODWeights.maxAge
 'internalLODWeights.maxAge' : Helpful documentation goes here
F32 internalLODWeights.ageWeight
 'internalLODWeights.ageWeight' : Helpful documentation goes here
F32 internalLODWeights.bias
 'internalLODWeights.bias' : Helpful documentation goes here
U32 lod
 'lod' : Destructible actor LOD
Bool forceLod
 'forceLod' : Whether or not to force LOD behavior on the actor
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
RuntimeFractureType destructibleParameters.runtimeFracture.RuntimeFractureType
 'destructibleParameters.runtimeFracture.RuntimeFractureType' : Which type of fracture pattern to choose
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.
Vec3 destructibleParameters.runtimeFracture.voronoi.dimensions
 'destructibleParameters.runtimeFracture.voronoi.dimensions' : The size of the entire block
U32 destructibleParameters.runtimeFracture.voronoi.numCells
 'destructibleParameters.runtimeFracture.voronoi.numCells' : Max Number of Cells to create.
F32 destructibleParameters.runtimeFracture.voronoi.biasExp
 'destructibleParameters.runtimeFracture.voronoi.biasExp' : Bias Exponential value.
F32 destructibleParameters.runtimeFracture.voronoi.maxDist
 'destructibleParameters.runtimeFracture.voronoi.maxDist' : The max distance a Voronoi point away from origin.
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
I8 destructibleParameters.legacyChunkBoundsTestSetting
 'destructibleParameters.legacyChunkBoundsTestSetting' : Whether or not to use the old chunk bounds testing for damage, or use the module setting.
I8 destructibleParameters.legacyDamageRadiusSpreadSetting
 'destructibleParameters.legacyDamageRadiusSpreadSetting' : Whether or not to use the old damage spread method, or use the module setting.
U64 userData
 'userData' : Optional user data pointer
DestructibleActorParam actorParameters
 'actorParameters' :
DestructibleActorChunks actorChunks
 'actorChunks' :

Detailed Description

Describes the NxParameterized::Interface for 'DestructibleActorState' :

DestructibleActorState contains 333 fully qualified names
---------------------------------------------
  1 : Bool                 enableCrumbleEmitter                                                                              
  2 : Bool                 enableDustEmitter                                                                                 
  3 : F32                  internalLODWeights.maxDistance                                                                    
  4 : F32                  internalLODWeights.distanceWeight                                                                 
  5 : F32                  internalLODWeights.maxAge                                                                         
  6 : F32                  internalLODWeights.ageWeight                                                                      
  7 : F32                  internalLODWeights.bias                                                                           
  8 : U32                  lod                                                                                               
  9 : Bool                 forceLod                                                                                          
 10 : F32                  destructibleParameters.damageCap                                                                  
 11 : F32                  destructibleParameters.forceToDamage                                                              
 12 : F32                  destructibleParameters.impactVelocityThreshold                                                    
 13 : U32                  destructibleParameters.minimumFractureDepth                                                       
 14 : I32                  destructibleParameters.impactDamageDefaultDepth                                                   
 15 : I32                  destructibleParameters.debrisDepth                                                                
 16 : U32                  destructibleParameters.essentialDepth                                                             
 17 : F32                  destructibleParameters.debrisLifetimeMin                                                          
 18 : F32                  destructibleParameters.debrisLifetimeMax                                                          
 19 : F32                  destructibleParameters.debrisMaxSeparationMin                                                     
 20 : F32                  destructibleParameters.debrisMaxSeparationMax                                                     
 21 : F32                  destructibleParameters.debrisDestructionProbability                                               
 22 : Bounds3              destructibleParameters.validBounds                                                                
 23 : F32                  destructibleParameters.maxChunkSpeed                                                              
 24 : Bool                 destructibleParameters.flags.ACCUMULATE_DAMAGE                                                    
 25 : Bool                 destructibleParameters.flags.DEBRIS_TIMEOUT                                                       
 26 : Bool                 destructibleParameters.flags.DEBRIS_MAX_SEPARATION                                                
 27 : Bool                 destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS                                              
 28 : Bool                 destructibleParameters.flags.ACCURATE_RAYCASTS                                                    
 29 : Bool                 destructibleParameters.flags.USE_VALID_BOUNDS                                                     
 30 : Bool                 destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE                                         
 31 : F32                  destructibleParameters.fractureImpulseScale                                                       
 32 : U16                  destructibleParameters.damageDepthLimit                                                           
 33 : U16                  destructibleParameters.dynamicChunkDominanceGroup                                                 
 34 : Bool                 destructibleParameters.dynamicChunksGroupsMask.useGroupsMask                                      
 35 : U32                  destructibleParameters.dynamicChunksGroupsMask.bits0                                              
 36 : U32                  destructibleParameters.dynamicChunksGroupsMask.bits1                                              
 37 : U32                  destructibleParameters.dynamicChunksGroupsMask.bits2                                              
 38 : U32                  destructibleParameters.dynamicChunksGroupsMask.bits3                                              
 39 : RuntimeFractureType  destructibleParameters.runtimeFracture.RuntimeFractureType                                        
 40 : Bool                 destructibleParameters.runtimeFracture.sheetFracture                                              
 41 : U32                  destructibleParameters.runtimeFracture.depthLimit                                                 
 42 : Bool                 destructibleParameters.runtimeFracture.destroyIfAtDepthLimit                                      
 43 : F32                  destructibleParameters.runtimeFracture.minConvexSize                                              
 44 : F32                  destructibleParameters.runtimeFracture.impulseScale                                               
 45 : U32                  destructibleParameters.runtimeFracture.glass.numSectors                                           
 46 : F32                  destructibleParameters.runtimeFracture.glass.sectorRand                                           
 47 : F32                  destructibleParameters.runtimeFracture.glass.firstSegmentSize                                     
 48 : F32                  destructibleParameters.runtimeFracture.glass.segmentScale                                         
 49 : F32                  destructibleParameters.runtimeFracture.glass.segmentRand                                          
 50 : Vec3                 destructibleParameters.runtimeFracture.voronoi.dimensions                                         
 51 : U32                  destructibleParameters.runtimeFracture.voronoi.numCells                                           
 52 : F32                  destructibleParameters.runtimeFracture.voronoi.biasExp                                            
 53 : F32                  destructibleParameters.runtimeFracture.voronoi.maxDist                                            
 54 : Bool                 destructibleParameters.runtimeFracture.attachment.posX                                            
 55 : Bool                 destructibleParameters.runtimeFracture.attachment.negX                                            
 56 : Bool                 destructibleParameters.runtimeFracture.attachment.posY                                            
 57 : Bool                 destructibleParameters.runtimeFracture.attachment.negY                                            
 58 : Bool                 destructibleParameters.runtimeFracture.attachment.posZ                                            
 59 : Bool                 destructibleParameters.runtimeFracture.attachment.negZ                                            
 60 : F32                  destructibleParameters.supportStrength                                                            
 61 : I8                   destructibleParameters.legacyChunkBoundsTestSetting                                               
 62 : I8                   destructibleParameters.legacyDamageRadiusSpreadSetting                                            
 63 : U64                  userData                                                                                          
 64 : String               actorParameters.crumbleEmitterName                                                                RefVariant[DestructibleActorParam]
 65 : F32                  actorParameters.crumbleParticleSpacing                                                            RefVariant[DestructibleActorParam]
 66 : String               actorParameters.dustEmitterName                                                                   RefVariant[DestructibleActorParam]
 67 : F32                  actorParameters.dustParticleSpacing                                                               RefVariant[DestructibleActorParam]
 68 : Mat34                actorParameters.globalPose                                                                        RefVariant[DestructibleActorParam]
 69 : Vec3                 actorParameters.scale                                                                             RefVariant[DestructibleActorParam]
 70 : Bool                 actorParameters.dynamic                                                                           RefVariant[DestructibleActorParam]
 71 : U32                  actorParameters.supportDepth                                                                      RefVariant[DestructibleActorParam]
 72 : Bool                 actorParameters.formExtendedStructures                                                            RefVariant[DestructibleActorParam]
 73 : Bool                 actorParameters.performDetailedOverlapTestForExtendedStructures                                   RefVariant[DestructibleActorParam]
 74 : Bool                 actorParameters.keepPreviousFrameBoneBuffer                                                       RefVariant[DestructibleActorParam]
 75 : Bool                 actorParameters.doNotCreateRenderable                                                             RefVariant[DestructibleActorParam]
 76 : Bool                 actorParameters.useAssetDefinedSupport                                                            RefVariant[DestructibleActorParam]
 77 : Bool                 actorParameters.useWorldSupport                                                                   RefVariant[DestructibleActorParam]
 78 : Bool                 actorParameters.renderStaticChunksSeparately                                                      RefVariant[DestructibleActorParam]
 79 : Bool                 actorParameters.keepVisibleBonesPacked                                                            RefVariant[DestructibleActorParam]
 80 : Bool                 actorParameters.createChunkEvents                                                                 RefVariant[DestructibleActorParam]
 81 : ArraySizeName        actorParameters.overrideSkinnedMaterialNames                                                      RefVariant[DestructibleActorParam]
 82 : String               actorParameters.overrideSkinnedMaterialNames[]                                                    RefVariant[DestructibleActorParam]
 83 : ArraySizeName        actorParameters.overrideStaticMaterialNames                                                       RefVariant[DestructibleActorParam]
 84 : String               actorParameters.overrideStaticMaterialNames[]                                                     RefVariant[DestructibleActorParam]
 85 : F32                  actorParameters.sleepVelocityFrameDecayConstant                                                   RefVariant[DestructibleActorParam]
 86 : Bool                 actorParameters.useHardSleeping                                                                   RefVariant[DestructibleActorParam]
 87 : F32                  actorParameters.destructibleParameters.damageCap                                                  RefVariant[DestructibleActorParam]
 88 : F32                  actorParameters.destructibleParameters.forceToDamage                                              RefVariant[DestructibleActorParam]
 89 : F32                  actorParameters.destructibleParameters.impactVelocityThreshold                                    RefVariant[DestructibleActorParam]
 90 : U32                  actorParameters.destructibleParameters.minimumFractureDepth                                       RefVariant[DestructibleActorParam]
 91 : I32                  actorParameters.destructibleParameters.impactDamageDefaultDepth                                   RefVariant[DestructibleActorParam]
 92 : I32                  actorParameters.destructibleParameters.debrisDepth                                                RefVariant[DestructibleActorParam]
 93 : U32                  actorParameters.destructibleParameters.essentialDepth                                             RefVariant[DestructibleActorParam]
 94 : F32                  actorParameters.destructibleParameters.debrisLifetimeMin                                          RefVariant[DestructibleActorParam]
 95 : F32                  actorParameters.destructibleParameters.debrisLifetimeMax                                          RefVariant[DestructibleActorParam]
 96 : F32                  actorParameters.destructibleParameters.debrisMaxSeparationMin                                     RefVariant[DestructibleActorParam]
 97 : F32                  actorParameters.destructibleParameters.debrisMaxSeparationMax                                     RefVariant[DestructibleActorParam]
 98 : F32                  actorParameters.destructibleParameters.debrisDestructionProbability                               RefVariant[DestructibleActorParam]
 99 : Bounds3              actorParameters.destructibleParameters.validBounds                                                RefVariant[DestructibleActorParam]
100 : F32                  actorParameters.destructibleParameters.maxChunkSpeed                                              RefVariant[DestructibleActorParam]
101 : Bool                 actorParameters.destructibleParameters.flags.ACCUMULATE_DAMAGE                                    RefVariant[DestructibleActorParam]
102 : Bool                 actorParameters.destructibleParameters.flags.DEBRIS_TIMEOUT                                       RefVariant[DestructibleActorParam]
103 : Bool                 actorParameters.destructibleParameters.flags.DEBRIS_MAX_SEPARATION                                RefVariant[DestructibleActorParam]
104 : Bool                 actorParameters.destructibleParameters.flags.CRUMBLE_SMALLEST_CHUNKS                              RefVariant[DestructibleActorParam]
105 : Bool                 actorParameters.destructibleParameters.flags.ACCURATE_RAYCASTS                                    RefVariant[DestructibleActorParam]
106 : Bool                 actorParameters.destructibleParameters.flags.USE_VALID_BOUNDS                                     RefVariant[DestructibleActorParam]
107 : Bool                 actorParameters.destructibleParameters.flags.CRUMBLE_VIA_RUNTIME_FRACTURE                         RefVariant[DestructibleActorParam]
108 : F32                  actorParameters.destructibleParameters.fractureImpulseScale                                       RefVariant[DestructibleActorParam]
109 : U16                  actorParameters.destructibleParameters.damageDepthLimit                                           RefVariant[DestructibleActorParam]
110 : U16                  actorParameters.destructibleParameters.dynamicChunkDominanceGroup                                 RefVariant[DestructibleActorParam]
111 : Bool                 actorParameters.destructibleParameters.dynamicChunksGroupsMask.useGroupsMask                      RefVariant[DestructibleActorParam]
112 : U32                  actorParameters.destructibleParameters.dynamicChunksGroupsMask.bits0                              RefVariant[DestructibleActorParam]
113 : U32                  actorParameters.destructibleParameters.dynamicChunksGroupsMask.bits1                              RefVariant[DestructibleActorParam]
114 : U32                  actorParameters.destructibleParameters.dynamicChunksGroupsMask.bits2                              RefVariant[DestructibleActorParam]
115 : U32                  actorParameters.destructibleParameters.dynamicChunksGroupsMask.bits3                              RefVariant[DestructibleActorParam]
116 : RuntimeFractureType  actorParameters.destructibleParameters.runtimeFracture.RuntimeFractureType                        RefVariant[DestructibleActorParam]
117 : Bool                 actorParameters.destructibleParameters.runtimeFracture.sheetFracture                              RefVariant[DestructibleActorParam]
118 : U32                  actorParameters.destructibleParameters.runtimeFracture.depthLimit                                 RefVariant[DestructibleActorParam]
119 : Bool                 actorParameters.destructibleParameters.runtimeFracture.destroyIfAtDepthLimit                      RefVariant[DestructibleActorParam]
120 : F32                  actorParameters.destructibleParameters.runtimeFracture.minConvexSize                              RefVariant[DestructibleActorParam]
121 : F32                  actorParameters.destructibleParameters.runtimeFracture.impulseScale                               RefVariant[DestructibleActorParam]
122 : U32                  actorParameters.destructibleParameters.runtimeFracture.glass.numSectors                           RefVariant[DestructibleActorParam]
123 : F32                  actorParameters.destructibleParameters.runtimeFracture.glass.sectorRand                           RefVariant[DestructibleActorParam]
124 : F32                  actorParameters.destructibleParameters.runtimeFracture.glass.firstSegmentSize                     RefVariant[DestructibleActorParam]
125 : F32                  actorParameters.destructibleParameters.runtimeFracture.glass.segmentScale                         RefVariant[DestructibleActorParam]
126 : F32                  actorParameters.destructibleParameters.runtimeFracture.glass.segmentRand                          RefVariant[DestructibleActorParam]
127 : Vec3                 actorParameters.destructibleParameters.runtimeFracture.voronoi.dimensions                         RefVariant[DestructibleActorParam]
128 : U32                  actorParameters.destructibleParameters.runtimeFracture.voronoi.numCells                           RefVariant[DestructibleActorParam]
129 : F32                  actorParameters.destructibleParameters.runtimeFracture.voronoi.biasExp                            RefVariant[DestructibleActorParam]
130 : F32                  actorParameters.destructibleParameters.runtimeFracture.voronoi.maxDist                            RefVariant[DestructibleActorParam]
131 : Bool                 actorParameters.destructibleParameters.runtimeFracture.attachment.posX                            RefVariant[DestructibleActorParam]
132 : Bool                 actorParameters.destructibleParameters.runtimeFracture.attachment.negX                            RefVariant[DestructibleActorParam]
133 : Bool                 actorParameters.destructibleParameters.runtimeFracture.attachment.posY                            RefVariant[DestructibleActorParam]
134 : Bool                 actorParameters.destructibleParameters.runtimeFracture.attachment.negY                            RefVariant[DestructibleActorParam]
135 : Bool                 actorParameters.destructibleParameters.runtimeFracture.attachment.posZ                            RefVariant[DestructibleActorParam]
136 : Bool                 actorParameters.destructibleParameters.runtimeFracture.attachment.negZ                            RefVariant[DestructibleActorParam]
137 : F32                  actorParameters.destructibleParameters.supportStrength                                            RefVariant[DestructibleActorParam]
138 : I8                   actorParameters.destructibleParameters.legacyChunkBoundsTestSetting                               RefVariant[DestructibleActorParam]
139 : I8                   actorParameters.destructibleParameters.legacyDamageRadiusSpreadSetting                            RefVariant[DestructibleActorParam]
140 : ArraySizeName        actorParameters.depthParameters                                                                   RefVariant[DestructibleActorParam]
141 : Bool                 actorParameters.depthParameters[].OVERRIDE_IMPACT_DAMAGE                                          RefVariant[DestructibleActorParam]
142 : Bool                 actorParameters.depthParameters[].OVERRIDE_IMPACT_DAMAGE_VALUE                                    RefVariant[DestructibleActorParam]
143 : Bool                 actorParameters.depthParameters[].IGNORE_POSE_UPDATES                                             RefVariant[DestructibleActorParam]
144 : Bool                 actorParameters.depthParameters[].IGNORE_RAYCAST_CALLBACKS                                        RefVariant[DestructibleActorParam]
145 : Bool                 actorParameters.depthParameters[].IGNORE_CONTACT_CALLBACKS                                        RefVariant[DestructibleActorParam]
146 : Bool                 actorParameters.depthParameters[].USER_FLAG_0                                                     RefVariant[DestructibleActorParam]
147 : Bool                 actorParameters.depthParameters[].USER_FLAG_1                                                     RefVariant[DestructibleActorParam]
148 : Bool                 actorParameters.depthParameters[].USER_FLAG_2                                                     RefVariant[DestructibleActorParam]
149 : Bool                 actorParameters.depthParameters[].USER_FLAG_3                                                     RefVariant[DestructibleActorParam]
150 : Bool                 actorParameters.shapeDescTemplate.flags.NX_TRIGGER_ON_ENTER                                       RefVariant[DestructibleActorParam]
151 : Bool                 actorParameters.shapeDescTemplate.flags.NX_TRIGGER_ON_LEAVE                                       RefVariant[DestructibleActorParam]
152 : Bool                 actorParameters.shapeDescTemplate.flags.NX_TRIGGER_ON_STAY                                        RefVariant[DestructibleActorParam]
153 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_VISUALIZATION                                       RefVariant[DestructibleActorParam]
154 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_DISABLE_COLLISION                                   RefVariant[DestructibleActorParam]
155 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_FEATURE_INDICES                                     RefVariant[DestructibleActorParam]
156 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_DISABLE_RAYCASTING                                  RefVariant[DestructibleActorParam]
157 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_POINT_CONTACT_FORCE                                 RefVariant[DestructibleActorParam]
158 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_FLUID_DRAIN                                         RefVariant[DestructibleActorParam]
159 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_FLUID_DISABLE_COLLISION                             RefVariant[DestructibleActorParam]
160 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_FLUID_TWOWAY                                        RefVariant[DestructibleActorParam]
161 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_DISABLE_RESPONSE                                    RefVariant[DestructibleActorParam]
162 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_DYNAMIC_DYNAMIC_CCD                                 RefVariant[DestructibleActorParam]
163 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_DISABLE_SCENE_QUERIES                               RefVariant[DestructibleActorParam]
164 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_CLOTH_DRAIN                                         RefVariant[DestructibleActorParam]
165 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_CLOTH_DISABLE_COLLISION                             RefVariant[DestructibleActorParam]
166 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_CLOTH_TWOWAY                                        RefVariant[DestructibleActorParam]
167 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_SOFTBODY_DRAIN                                      RefVariant[DestructibleActorParam]
168 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_SOFTBODY_DISABLE_COLLISION                          RefVariant[DestructibleActorParam]
169 : Bool                 actorParameters.shapeDescTemplate.flags.NX_SF_SOFTBODY_TWOWAY                                     RefVariant[DestructibleActorParam]
170 : U16                  actorParameters.shapeDescTemplate.collisionGroup                                                  RefVariant[DestructibleActorParam]
171 : Bool                 actorParameters.shapeDescTemplate.groupsMask.useGroupsMask                                        RefVariant[DestructibleActorParam]
172 : U32                  actorParameters.shapeDescTemplate.groupsMask.bits0                                                RefVariant[DestructibleActorParam]
173 : U32                  actorParameters.shapeDescTemplate.groupsMask.bits1                                                RefVariant[DestructibleActorParam]
174 : U32                  actorParameters.shapeDescTemplate.groupsMask.bits2                                                RefVariant[DestructibleActorParam]
175 : U32                  actorParameters.shapeDescTemplate.groupsMask.bits3                                                RefVariant[DestructibleActorParam]
176 : U16                  actorParameters.shapeDescTemplate.materialIndex                                                   RefVariant[DestructibleActorParam]
177 : F32                  actorParameters.shapeDescTemplate.density                                                         RefVariant[DestructibleActorParam]
178 : F32                  actorParameters.shapeDescTemplate.skinWidth                                                       RefVariant[DestructibleActorParam]
179 : U64                  actorParameters.shapeDescTemplate.userData                                                        RefVariant[DestructibleActorParam]
180 : U64                  actorParameters.shapeDescTemplate.name                                                            RefVariant[DestructibleActorParam]
181 : Bool                 actorParameters.actorDescTemplate.flags.NX_AF_DISABLE_COLLISION                                   RefVariant[DestructibleActorParam]
182 : Bool                 actorParameters.actorDescTemplate.flags.NX_AF_DISABLE_RESPONSE                                    RefVariant[DestructibleActorParam]
183 : Bool                 actorParameters.actorDescTemplate.flags.NX_AF_LOCK_COM                                            RefVariant[DestructibleActorParam]
184 : Bool                 actorParameters.actorDescTemplate.flags.NX_AF_FLUID_DISABLE_COLLISION                             RefVariant[DestructibleActorParam]
185 : Bool                 actorParameters.actorDescTemplate.flags.NX_AF_CONTACT_MODIFICATION                                RefVariant[DestructibleActorParam]
186 : Bool                 actorParameters.actorDescTemplate.flags.NX_AF_FORCE_CONE_FRICTION                                 RefVariant[DestructibleActorParam]
187 : Bool                 actorParameters.actorDescTemplate.flags.NX_AF_USER_ACTOR_PAIR_FILTERING                           RefVariant[DestructibleActorParam]
188 : F32                  actorParameters.actorDescTemplate.density                                                         RefVariant[DestructibleActorParam]
189 : U16                  actorParameters.actorDescTemplate.actorCollisionGroup                                             RefVariant[DestructibleActorParam]
190 : U16                  actorParameters.actorDescTemplate.dominanceGroup                                                  RefVariant[DestructibleActorParam]
191 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_IGNORE_PAIR                               RefVariant[DestructibleActorParam]
192 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH                     RefVariant[DestructibleActorParam]
193 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH                       RefVariant[DestructibleActorParam]
194 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH                           RefVariant[DestructibleActorParam]
195 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_IMPACT                          RefVariant[DestructibleActorParam]
196 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_ROLL                            RefVariant[DestructibleActorParam]
197 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_SLIDE                           RefVariant[DestructibleActorParam]
198 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_FORCES                             RefVariant[DestructibleActorParam]
199 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_START_TOUCH_FORCE_THRESHOLD     RefVariant[DestructibleActorParam]
200 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_END_TOUCH_FORCE_THRESHOLD       RefVariant[DestructibleActorParam]
201 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_ON_TOUCH_FORCE_THRESHOLD           RefVariant[DestructibleActorParam]
202 : Bool                 actorParameters.actorDescTemplate.contactReportFlags.NX_NOTIFY_CONTACT_MODIFICATION               RefVariant[DestructibleActorParam]
203 : U16                  actorParameters.actorDescTemplate.forceFieldMaterial                                              RefVariant[DestructibleActorParam]
204 : U64                  actorParameters.actorDescTemplate.userData                                                        RefVariant[DestructibleActorParam]
205 : U64                  actorParameters.actorDescTemplate.name                                                            RefVariant[DestructibleActorParam]
206 : U64                  actorParameters.actorDescTemplate.compartment                                                     RefVariant[DestructibleActorParam]
207 : Bool                 actorParameters.bodyDescTemplate.flags.NX_BF_DISABLE_GRAVITY                                      RefVariant[DestructibleActorParam]
208 : Bool                 actorParameters.bodyDescTemplate.flags.NX_BF_FILTER_SLEEP_VEL                                     RefVariant[DestructibleActorParam]
209 : Bool                 actorParameters.bodyDescTemplate.flags.NX_BF_ENERGY_SLEEP_TEST                                    RefVariant[DestructibleActorParam]
210 : Bool                 actorParameters.bodyDescTemplate.flags.NX_BF_VISUALIZATION                                        RefVariant[DestructibleActorParam]
211 : F32                  actorParameters.bodyDescTemplate.wakeUpCounter                                                    RefVariant[DestructibleActorParam]
212 : F32                  actorParameters.bodyDescTemplate.linearDamping                                                    RefVariant[DestructibleActorParam]
213 : F32                  actorParameters.bodyDescTemplate.angularDamping                                                   RefVariant[DestructibleActorParam]
214 : F32                  actorParameters.bodyDescTemplate.maxAngularVelocity                                               RefVariant[DestructibleActorParam]
215 : F32                  actorParameters.bodyDescTemplate.CCDMotionThreshold                                               RefVariant[DestructibleActorParam]
216 : F32                  actorParameters.bodyDescTemplate.sleepLinearVelocity                                              RefVariant[DestructibleActorParam]
217 : F32                  actorParameters.bodyDescTemplate.sleepAngularVelocity                                             RefVariant[DestructibleActorParam]
218 : U32                  actorParameters.bodyDescTemplate.solverIterationCount                                             RefVariant[DestructibleActorParam]
219 : F32                  actorParameters.bodyDescTemplate.sleepEnergyThreshold                                             RefVariant[DestructibleActorParam]
220 : F32                  actorParameters.bodyDescTemplate.sleepDamping                                                     RefVariant[DestructibleActorParam]
221 : F32                  actorParameters.bodyDescTemplate.contactReportThreshold                                           RefVariant[DestructibleActorParam]
222 : Bool                 actorParameters.p3ShapeDescTemplate.flags.eSIMULATION_SHAPE                                       RefVariant[DestructibleActorParam]
223 : Bool                 actorParameters.p3ShapeDescTemplate.flags.eSCENE_QUERY_SHAPE                                      RefVariant[DestructibleActorParam]
224 : Bool                 actorParameters.p3ShapeDescTemplate.flags.eTRIGGER_SHAPE                                          RefVariant[DestructibleActorParam]
225 : Bool                 actorParameters.p3ShapeDescTemplate.flags.eVISUALIZATION                                          RefVariant[DestructibleActorParam]
226 : Bool                 actorParameters.p3ShapeDescTemplate.flags.ePARTICLE_DRAIN                                         RefVariant[DestructibleActorParam]
227 : Bool                 actorParameters.p3ShapeDescTemplate.flags.eDEFORMABLE_DRAIN                                       RefVariant[DestructibleActorParam]
228 : U32                  actorParameters.p3ShapeDescTemplate.simulationFilterData.word0                                    RefVariant[DestructibleActorParam]
229 : U32                  actorParameters.p3ShapeDescTemplate.simulationFilterData.word1                                    RefVariant[DestructibleActorParam]
230 : U32                  actorParameters.p3ShapeDescTemplate.simulationFilterData.word2                                    RefVariant[DestructibleActorParam]
231 : U32                  actorParameters.p3ShapeDescTemplate.simulationFilterData.word3                                    RefVariant[DestructibleActorParam]
232 : U32                  actorParameters.p3ShapeDescTemplate.queryFilterData.word0                                         RefVariant[DestructibleActorParam]
233 : U32                  actorParameters.p3ShapeDescTemplate.queryFilterData.word1                                         RefVariant[DestructibleActorParam]
234 : U32                  actorParameters.p3ShapeDescTemplate.queryFilterData.word2                                         RefVariant[DestructibleActorParam]
235 : U32                  actorParameters.p3ShapeDescTemplate.queryFilterData.word3                                         RefVariant[DestructibleActorParam]
236 : U64                  actorParameters.p3ShapeDescTemplate.material                                                      RefVariant[DestructibleActorParam]
237 : F32                  actorParameters.p3ShapeDescTemplate.contactOffset                                                 RefVariant[DestructibleActorParam]
238 : F32                  actorParameters.p3ShapeDescTemplate.restOffset                                                    RefVariant[DestructibleActorParam]
239 : U64                  actorParameters.p3ShapeDescTemplate.userData                                                      RefVariant[DestructibleActorParam]
240 : U64                  actorParameters.p3ShapeDescTemplate.name                                                          RefVariant[DestructibleActorParam]
241 : Bool                 actorParameters.p3ActorDescTemplate.flags.eVISUALIZATION                                          RefVariant[DestructibleActorParam]
242 : Bool                 actorParameters.p3ActorDescTemplate.flags.eDISABLE_GRAVITY                                        RefVariant[DestructibleActorParam]
243 : Bool                 actorParameters.p3ActorDescTemplate.flags.eSEND_SLEEP_NOTIFIES                                    RefVariant[DestructibleActorParam]
244 : U8                   actorParameters.p3ActorDescTemplate.dominanceGroup                                                RefVariant[DestructibleActorParam]
245 : U8                   actorParameters.p3ActorDescTemplate.ownerClient                                                   RefVariant[DestructibleActorParam]
246 : U32                  actorParameters.p3ActorDescTemplate.clientBehaviorBits                                            RefVariant[DestructibleActorParam]
247 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eRESOLVE_CONTACTS                          RefVariant[DestructibleActorParam]
248 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eMODIFY_CONTACTS                           RefVariant[DestructibleActorParam]
249 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_FOUND                        RefVariant[DestructibleActorParam]
250 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_PERSISTS                     RefVariant[DestructibleActorParam]
251 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_TOUCH_LOST                         RefVariant[DestructibleActorParam]
252 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_FOUND              RefVariant[DestructibleActorParam]
253 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_PERSISTS           RefVariant[DestructibleActorParam]
254 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_THRESHOLD_FORCE_LOST               RefVariant[DestructibleActorParam]
255 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_POINTS                     RefVariant[DestructibleActorParam]
256 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCES                     RefVariant[DestructibleActorParam]
257 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FORCE_PER_POINT            RefVariant[DestructibleActorParam]
258 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eNOTIFY_CONTACT_FEATURE_INDICES_PER_POINT  RefVariant[DestructibleActorParam]
259 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eCCD_LINEAR                                RefVariant[DestructibleActorParam]
260 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eCONTACT_DEFAULT                           RefVariant[DestructibleActorParam]
261 : Bool                 actorParameters.p3ActorDescTemplate.contactReportFlags.eTRIGGER_DEFAULT                           RefVariant[DestructibleActorParam]
262 : U64                  actorParameters.p3ActorDescTemplate.userData                                                      RefVariant[DestructibleActorParam]
263 : U64                  actorParameters.p3ActorDescTemplate.name                                                          RefVariant[DestructibleActorParam]
264 : F32                  actorParameters.p3BodyDescTemplate.density                                                        RefVariant[DestructibleActorParam]
265 : Bool                 actorParameters.p3BodyDescTemplate.flags.eKINEMATIC                                               RefVariant[DestructibleActorParam]
266 : Bool                 actorParameters.p3BodyDescTemplate.flags.eENABLE_CCD                                              RefVariant[DestructibleActorParam]
267 : F32                  actorParameters.p3BodyDescTemplate.sleepThreshold                                                 RefVariant[DestructibleActorParam]
268 : F32                  actorParameters.p3BodyDescTemplate.wakeUpCounter                                                  RefVariant[DestructibleActorParam]
269 : F32                  actorParameters.p3BodyDescTemplate.linearDamping                                                  RefVariant[DestructibleActorParam]
270 : F32                  actorParameters.p3BodyDescTemplate.angularDamping                                                 RefVariant[DestructibleActorParam]
271 : F32                  actorParameters.p3BodyDescTemplate.maxAngularVelocity                                             RefVariant[DestructibleActorParam]
272 : U32                  actorParameters.p3BodyDescTemplate.solverIterationCount                                           RefVariant[DestructibleActorParam]
273 : U32                  actorParameters.p3BodyDescTemplate.velocityIterationCount                                         RefVariant[DestructibleActorParam]
274 : F32                  actorParameters.p3BodyDescTemplate.contactReportThreshold                                         RefVariant[DestructibleActorParam]
275 : F32                  actorParameters.p3BodyDescTemplate.sleepLinearVelocity                                            RefVariant[DestructibleActorParam]
276 : Bool                 actorParameters.structureSettings.useStressSolver                                                 RefVariant[DestructibleActorParam]
277 : F32                  actorParameters.structureSettings.stressSolverTimeDelay                                           RefVariant[DestructibleActorParam]
278 : F32                  actorParameters.structureSettings.stressSolverMassThreshold                                       RefVariant[DestructibleActorParam]
279 : String               actorParameters.defaultBehaviorGroup.name                                                         RefVariant[DestructibleActorParam]
280 : F32                  actorParameters.defaultBehaviorGroup.damageThreshold                                              RefVariant[DestructibleActorParam]
281 : F32                  actorParameters.defaultBehaviorGroup.damageToRadius                                               RefVariant[DestructibleActorParam]
282 : F32                  actorParameters.defaultBehaviorGroup.damageSpread.minimumRadius                                   RefVariant[DestructibleActorParam]
283 : F32                  actorParameters.defaultBehaviorGroup.damageSpread.radiusMultiplier                                RefVariant[DestructibleActorParam]
284 : F32                  actorParameters.defaultBehaviorGroup.damageSpread.falloffExponent                                 RefVariant[DestructibleActorParam]
285 : F32                  actorParameters.defaultBehaviorGroup.damageColorSpread.minimumRadius                              RefVariant[DestructibleActorParam]
286 : F32                  actorParameters.defaultBehaviorGroup.damageColorSpread.radiusMultiplier                           RefVariant[DestructibleActorParam]
287 : F32                  actorParameters.defaultBehaviorGroup.damageColorSpread.falloffExponent                            RefVariant[DestructibleActorParam]
288 : Vec4                 actorParameters.defaultBehaviorGroup.damageColorChange                                            RefVariant[DestructibleActorParam]
289 : F32                  actorParameters.defaultBehaviorGroup.materialStrength                                             RefVariant[DestructibleActorParam]
290 : F32                  actorParameters.defaultBehaviorGroup.density                                                      RefVariant[DestructibleActorParam]
291 : F32                  actorParameters.defaultBehaviorGroup.fadeOut                                                      RefVariant[DestructibleActorParam]
292 : F32                  actorParameters.defaultBehaviorGroup.maxDepenetrationVelocity                                     RefVariant[DestructibleActorParam]
293 : Bool                 actorParameters.defaultBehaviorGroup.groupsMask.useGroupsMask                                     RefVariant[DestructibleActorParam]
294 : U32                  actorParameters.defaultBehaviorGroup.groupsMask.bits0                                             RefVariant[DestructibleActorParam]
295 : U32                  actorParameters.defaultBehaviorGroup.groupsMask.bits1                                             RefVariant[DestructibleActorParam]
296 : U32                  actorParameters.defaultBehaviorGroup.groupsMask.bits2                                             RefVariant[DestructibleActorParam]
297 : U32                  actorParameters.defaultBehaviorGroup.groupsMask.bits3                                             RefVariant[DestructibleActorParam]
298 : U64                  actorParameters.defaultBehaviorGroup.userData                                                     RefVariant[DestructibleActorParam]
299 : ArraySizeName        actorParameters.behaviorGroups                                                                    RefVariant[DestructibleActorParam]
300 : String               actorParameters.behaviorGroups[].name                                                             RefVariant[DestructibleActorParam]
301 : F32                  actorParameters.behaviorGroups[].damageThreshold                                                  RefVariant[DestructibleActorParam]
302 : F32                  actorParameters.behaviorGroups[].damageToRadius                                                   RefVariant[DestructibleActorParam]
303 : F32                  actorParameters.behaviorGroups[].damageSpread.minimumRadius                                       RefVariant[DestructibleActorParam]
304 : F32                  actorParameters.behaviorGroups[].damageSpread.radiusMultiplier                                    RefVariant[DestructibleActorParam]
305 : F32                  actorParameters.behaviorGroups[].damageSpread.falloffExponent                                     RefVariant[DestructibleActorParam]
306 : F32                  actorParameters.behaviorGroups[].damageColorSpread.minimumRadius                                  RefVariant[DestructibleActorParam]
307 : F32                  actorParameters.behaviorGroups[].damageColorSpread.radiusMultiplier                               RefVariant[DestructibleActorParam]
308 : F32                  actorParameters.behaviorGroups[].damageColorSpread.falloffExponent                                RefVariant[DestructibleActorParam]
309 : Vec4                 actorParameters.behaviorGroups[].damageColorChange                                                RefVariant[DestructibleActorParam]
310 : F32                  actorParameters.behaviorGroups[].materialStrength                                                 RefVariant[DestructibleActorParam]
311 : F32                  actorParameters.behaviorGroups[].density                                                          RefVariant[DestructibleActorParam]
312 : F32                  actorParameters.behaviorGroups[].fadeOut                                                          RefVariant[DestructibleActorParam]
313 : F32                  actorParameters.behaviorGroups[].maxDepenetrationVelocity                                         RefVariant[DestructibleActorParam]
314 : Bool                 actorParameters.behaviorGroups[].groupsMask.useGroupsMask                                         RefVariant[DestructibleActorParam]
315 : U32                  actorParameters.behaviorGroups[].groupsMask.bits0                                                 RefVariant[DestructibleActorParam]
316 : U32                  actorParameters.behaviorGroups[].groupsMask.bits1                                                 RefVariant[DestructibleActorParam]
317 : U32                  actorParameters.behaviorGroups[].groupsMask.bits2                                                 RefVariant[DestructibleActorParam]
318 : U32                  actorParameters.behaviorGroups[].groupsMask.bits3                                                 RefVariant[DestructibleActorParam]
319 : U64                  actorParameters.behaviorGroups[].userData                                                         RefVariant[DestructibleActorParam]
320 : Bool                 actorParameters.deleteChunksLeavingUserDefinedBB                                                  RefVariant[DestructibleActorParam]
321 : Bool                 actorParameters.deleteChunksEnteringUserDefinedBB                                                 RefVariant[DestructibleActorParam]
322 : ArraySizeName        actorChunks.data                                                                                  RefVariant[DestructibleActorChunks]
323 : U8                   actorChunks.data[].state                                                                          RefVariant[DestructibleActorChunks]
324 : U8                   actorChunks.data[].flags                                                                          RefVariant[DestructibleActorChunks]
325 : U32                  actorChunks.data[].islandID                                                                       RefVariant[DestructibleActorChunks]
326 : F32                  actorChunks.data[].damage                                                                         RefVariant[DestructibleActorChunks]
327 : Vec4                 actorChunks.data[].localSphere                                                                    RefVariant[DestructibleActorChunks]
328 : Vec3                 actorChunks.data[].localOffset                                                                    RefVariant[DestructibleActorChunks]
329 : I32                  actorChunks.data[].visibleAncestorIndex                                                           RefVariant[DestructibleActorChunks]
330 : U32                  actorChunks.data[].shapesCount                                                                    RefVariant[DestructibleActorChunks]
331 : Transform            actorChunks.data[].globalPose                                                                     RefVariant[DestructibleActorChunks]
332 : Vec3                 actorChunks.data[].linearVelocity                                                                 RefVariant[DestructibleActorChunks]
333 : Vec3                 actorChunks.data[].angularVelocity                                                                RefVariant[DestructibleActorChunks]

Member Data Documentation

'actorChunks' :

'actorParameters' :

'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.legacyChunkBoundsTestSetting' : Whether or not to use the old chunk bounds testing for damage, or use the module setting.

Whether or not to use the old chunk bounds testing for damage, or use the module setting. A value of 0 forces the new method to be used. A positive value forces the old method to be used. Negative values cause the global (NxModuleDestructible) setting to be used.

'destructibleParameters.legacyDamageRadiusSpreadSetting' : Whether or not to use the old damage spread method, or use the module setting.

Whether or not to use the old damage spread method, or use the module setting. A value of 0 forces the new method to be used. A positive value forces the old method to be used. Negative values cause the global (NxModuleDestructible) setting to be used.

'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.RuntimeFractureType' : Which type of fracture pattern to choose

'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.runtimeFracture.voronoi.biasExp' : Bias Exponential value.

Bias Exponential value is used in distributing voronoi points which is used to fracture the original chunk.

'destructibleParameters.runtimeFracture.voronoi.dimensions' : The size of the entire block

The size of the entire block.

'destructibleParameters.runtimeFracture.voronoi.maxDist' : The max distance a Voronoi point away from origin.

This is to prevent a illegal voronoi point that's used to generate voronoi chunks.

'destructibleParameters.runtimeFracture.voronoi.numCells' : Max Number of Cells to create.

Number of Cells corresponds to the number of chunks to create during the fracture, default value is only one chunk.

'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.

'enableCrumbleEmitter' : Whether or not the crumble emitter is active

Whether or not the crumble emitter is active.

'enableDustEmitter' : Whether or not the dust emitter is active

Whether or not the dust emitter is active.

'forceLod' : Whether or not to force LOD behavior on the actor

Whether or not to force LOD behavior on the actor.

'internalLODWeights.ageWeight' : Helpful documentation goes here

'internalLODWeights.bias' : Helpful documentation goes here

'internalLODWeights.distanceWeight' : Helpful documentation goes here

'internalLODWeights.maxAge' : Helpful documentation goes here

'internalLODWeights.maxDistance' : Helpful documentation goes here

'lod' : Destructible actor LOD

Destructible actor LOD.

'userData' : Optional user data pointer

Optional user data pointer. Note: Any pointer references will not be properly serialized.


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

Generated on Tue Aug 1 2017 22:44:38

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