#include <FractureToolsStructs.h>
Public Types | |
enum | NoiseMode { NoiseWavePlane = 0, NoisePerlin2D, NoisePerlin3D, NoiseModeCount } |
Public Member Functions | |
FractureSliceDesc () | |
void | setToDefault () |
Public Attributes | |
unsigned | maxDepth |
SliceParameters * | sliceParameters |
bool | useTargetProportions |
float | targetProportions [3] |
float | minimumChunkSize [3] |
nvidia::FractureMaterialDesc | materialDesc [3] |
bool | instanceChunks |
bool | useDisplacementMaps |
unsigned | noiseMode |
Descriptor for slice-mode fracturing.
FractureTools::FractureSliceDesc::FractureSliceDesc | ( | ) | [inline] |
Constructor sets defaults
void FractureTools::FractureSliceDesc::setToDefault | ( | ) | [inline] |
Sets the default values:
maxDepth = 0; sliceParameters = NULL; useTargetProportions = false; targetProportions[0..2] = 1.0f; minimumChunkSize[0..2] = 0.0f; materialDesc[0..2].setToDefault(); instanceChunks = false; useDisplacementMaps = false; noiseMode = NoiseWavePlane;
If instanceChunks is true, corresponding chunks in different destructible actors will be instanced.
nvidia::FractureMaterialDesc FractureTools::FractureSliceDesc::materialDesc[3] |
Material application descriptor used for each slice axis.
How many times to recurse the slicing process
Smallest size allowed for chunks, as measured by their bounding box widths along the x, y, and z axes. The sizes are interpreted as fractions of the unfractured mesh's bounding box width. Chunks created by fracturing which are smaller than this limit will be removed. Note - this will leave holes at the given depth. Default = (0,0,0), which disables this feature.
The noise mode. If displacement maps are enabled, NoisePerlin3D will be used.
Array of slice parameters; must be of length maxDepth
If useTargetProportions is true, the splitsPerPass values will not necessarily be used. Instead, the closest values will be chosen at each recursion of slicing, in order to make the pieces match the target proportions as closely as possible.
Note: the more noise there is in the slicing surfaces, the less accurate these proportions will be.
If true, slice geometry and noise will be stored in a separate displacement offset buffer.
If this is true, the targetProportions (see below) will be used.