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| author | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
|---|---|---|
| committer | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
| commit | 236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch) | |
| tree | e486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/physx/include/NvBlastExtImpactDamageManager.h | |
| parent | Added screens to welcome page (diff) | |
| download | blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip | |
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'sdk/extensions/physx/include/NvBlastExtImpactDamageManager.h')
| -rw-r--r-- | sdk/extensions/physx/include/NvBlastExtImpactDamageManager.h | 57 |
1 files changed, 43 insertions, 14 deletions
diff --git a/sdk/extensions/physx/include/NvBlastExtImpactDamageManager.h b/sdk/extensions/physx/include/NvBlastExtImpactDamageManager.h index ac3576d..28d0947 100644 --- a/sdk/extensions/physx/include/NvBlastExtImpactDamageManager.h +++ b/sdk/extensions/physx/include/NvBlastExtImpactDamageManager.h @@ -1,12 +1,30 @@ -/* -* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved. -* -* NVIDIA CORPORATION and its licensors retain all intellectual property -* and proprietary rights in and to this software, related documentation -* and any modifications thereto. Any use, reproduction, disclosure or -* distribution of this software and related documentation without an express -* license agreement from NVIDIA CORPORATION is strictly prohibited. -*/ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2016-2017 NVIDIA Corporation. All rights reserved. + #ifndef NVBLASTEXTIMPACTDAMAGEMANAGER_H #define NVBLASTEXTIMPACTDAMAGEMANAGER_H @@ -43,16 +61,27 @@ Impact Damage Manager Settings. */ struct ExtImpactSettings { - bool isSelfCollissionEnabled; //!< family's self collision enabled - float fragility; //!< global fragility factor + bool isSelfCollissionEnabled; //!< family's self collision enabled. + bool shearDamage; //!< use shear damage program (otherwise simple radial damage is used) + float impulseMinThreshold; //!< min impulse value to apply impact damage. + float impulseMaxThreshold; //!< max impulse value, damage is interpolated value between min and max impulses. + float damageMax; //!< max damage to be applied (if impulse is >= impulseMaxThreshold). + float damageRadiusMax; //!< max penetration depth (if impulse is >= impulseMaxThreshold). + float damageAttenuation; //!< penetration attenuation ([0..1], where 1 means damage attenuates linearly from 0 to max penetration depth). ExtImpactDamageFunction damageFunction; //!< custom damage function, can be nullptr, default internal one will be used in that case. - void* damageFunctionData; //!< data to be passed in custom damage function + void* damageFunctionData; //!< data to be passed in custom damage function. ExtImpactSettings() : isSelfCollissionEnabled(false), - fragility(1.0f), - damageFunction(nullptr) + shearDamage(true), + impulseMinThreshold(0.0f), + impulseMaxThreshold(1000000.0f), + damageMax(100.f), + damageRadiusMax(5.0f), + damageAttenuation(1.f), + damageFunction(nullptr), + damageFunctionData(nullptr) {} }; |