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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/physx/include/NvBlastExtImpactDamageManager.h
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
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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.h57
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)
{}
};