Describes the NxParameterized::Interface for 'DestructibleActorState' : More...
#include <params.h>
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' : |
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]
'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.
RuntimeFractureType DestructibleActorState::destructibleParameters.runtimeFracture.RuntimeFractureType |
'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.