diff options
Diffstat (limited to 'NvBlast/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs')
| -rw-r--r-- | NvBlast/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/NvBlast/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs b/NvBlast/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs new file mode 100644 index 0000000..68b311d --- /dev/null +++ b/NvBlast/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs @@ -0,0 +1,42 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; +using UnityEngine; + +[StructLayout(LayoutKind.Sequential)] +public class NvBlastExtRadialDamageDesc +{ + public float compressive; //!< compressive (radial) damage component + public float p0; + public float p1; + public float p2; + public float minRadius; //!< inner radius of damage action + public float maxRadius; //!< outer radius of damage action +}; + +[StructLayout(LayoutKind.Sequential)] +public class NvBlastExtMaterial +{ + public float singleChunkThreshold; //!< subsupport chunks only take damage surpassing this value + public float graphChunkThreshold; //!< support chunks only take damage surpassing this value + public float bondTangentialThreshold; //!< bond only take damage surpassing this value + public float bondNormalThreshold; //!< currently unused - forward damage propagation + public float damageAttenuation; //!< factor of damage attenuation while forwarding +}; + + +public static class NvBlastExtShadersWrapper +{ + public const string DLL_NAME = "NvBlastExtShaders" + NvBlastWrapper.DLL_POSTFIX + "_" + NvBlastWrapper.DLL_PLATFORM; + + #region Dll + [DllImport(DLL_NAME)] + private static extern bool NvBlastExtDamageActorRadialFalloff(IntPtr actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers); + #endregion + + public static bool DamageRadialFalloff(this NvBlastActor actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material) + { + return NvBlastExtDamageActorRadialFalloff(actor.ptr, buffers, damageDescBuffer, damageDescCount, material, NvBlastWrapper.Log, null); + } +}
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