Public Types | Public Member Functions | Public Attributes
FractureTools::FractureSliceDesc Struct Reference

#include <FractureToolsStructs.h>

List of all members.

Public Types

enum  NoiseMode {
  NoiseWavePlane = 0,
  NoisePerlin2D,
  NoisePerlin3D,
  NoiseModeCount
}

Public Member Functions

 FractureSliceDesc ()
void setToDefault ()

Public Attributes

unsigned maxDepth
SliceParameterssliceParameters
bool useTargetProportions
float targetProportions [3]
float minimumChunkSize [3]
nvidia::FractureMaterialDesc materialDesc [3]
bool instanceChunks
bool useDisplacementMaps
unsigned noiseMode

Detailed Description

FractureSliceDesc

Descriptor for slice-mode fracturing.


Member Enumeration Documentation

Enum describing creation of displacement maps.

Enumerator:
NoiseWavePlane 
NoisePerlin2D 
NoisePerlin3D 
NoiseModeCount 

Constructor & Destructor Documentation

FractureTools::FractureSliceDesc::FractureSliceDesc ( ) [inline]

Constructor sets defaults


Member Function Documentation

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;


Member Data Documentation

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.


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

Generated on Sat Dec 1 2018 15:51:53

Copyright © 2012-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.