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Diffstat (limited to 'examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs')
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs82
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