diff options
Diffstat (limited to 'examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs')
| -rwxr-xr-x[-rw-r--r--] | examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs | 82 |
1 files changed, 41 insertions, 41 deletions
diff --git a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs index 68b311d..21e208c 100644..100755 --- a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs +++ b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs @@ -1,42 +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); - } +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);
+ }
}
\ No newline at end of file |