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authorBryan Galdrikian <[email protected]>2017-08-28 13:55:34 -0700
committerBryan Galdrikian <[email protected]>2017-08-28 13:55:34 -0700
commit1e887d827e65a084a0ad0ba933c61a8330aeee07 (patch)
tree1e2aab418dadd37f5dc0aae4d8b00e81d909fd24 /samples/SampleBase/blast/BlastController.cpp
parentRemoving ArtistTools and CurveEditor projects (diff)
downloadarchived-blast-1e887d827e65a084a0ad0ba933c61a8330aeee07.tar.xz
archived-blast-1e887d827e65a084a0ad0ba933c61a8330aeee07.zip
Candidate 1.1 release.
* SampleAssetViewer now unconditionally loads the commandline-defined asset. * Better error handling in AuthoringTool (stderr and user error handler). * More consistent commandline switches in AuthoringTool and ApexImporter (--ll, --tx, --px flags). * NvBlastExtAuthoring ** Mesh cleaner, tries to remove self intersections and open edges in the interior of a mesh. ** Ability to set interior material to existing (external) material, or a new material id. ** Material ID remapping API. ** Rotation of voronoi cells used for fracturing. * Fixed smoothing groups in FBX exporter code. * Impulse passing from parent to child chunks fixed. * Reading unskinned fbx meshes correctly. * Collision hull generation from fbx meshes fixed. * Win32/64 PerfTest crash fix.
Diffstat (limited to 'samples/SampleBase/blast/BlastController.cpp')
-rw-r--r--samples/SampleBase/blast/BlastController.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/samples/SampleBase/blast/BlastController.cpp b/samples/SampleBase/blast/BlastController.cpp
index cc3d5af..b74593d 100644
--- a/samples/SampleBase/blast/BlastController.cpp
+++ b/samples/SampleBase/blast/BlastController.cpp
@@ -368,11 +368,11 @@ void BlastController::drawUI()
{
bool refresh = false;
refresh |= ImGui::Checkbox("Use Shear Damage", &m_extImpactDamageManagerSettings.shearDamage);
- refresh |= ImGui::DragFloat("Impulse Threshold (Min)", &m_extImpactDamageManagerSettings.impulseMinThreshold);
- refresh |= ImGui::DragFloat("Impulse Threshold (Max)", &m_extImpactDamageManagerSettings.impulseMaxThreshold);
- refresh |= ImGui::DragFloat("Damage (Max)", &m_extImpactDamageManagerSettings.damageMax);
+ refresh |= ImGui::DragFloat("Material Hardness", &m_extImpactDamageManagerSettings.hardness);
refresh |= ImGui::DragFloat("Damage Radius (Max)", &m_extImpactDamageManagerSettings.damageRadiusMax);
- refresh |= ImGui::DragFloat("Damage Attenuation", &m_extImpactDamageManagerSettings.damageAttenuation, 1.0f, 0.0f, 1.0f);
+ refresh |= ImGui::DragFloat("Damage Threshold (Min)", &m_extImpactDamageManagerSettings.damageThresholdMin, 1.0f, 0.0f, 1.0f);
+ refresh |= ImGui::DragFloat("Damage Threshold (Max)", &m_extImpactDamageManagerSettings.damageThresholdMax, 1.0f, 0.0f, 1.0f);
+ refresh |= ImGui::DragFloat("Damage Falloff Radius Factor", &m_extImpactDamageManagerSettings.damageFalloffRadiusFactor, 1.0f, 0.0f, 32.0f);
refresh |= ImGui::Checkbox("Impact Damage To Stress Solver", &m_impactDamageToStressEnabled);
if (refresh)