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<html>
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<title>NVIDIA(R) Blast(R) SDK 1.1 Source Reference: NvBlastExtMaterial Struct Reference</title>
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<h1>NvBlastExtMaterial Struct Reference</h1><!-- doxytag: class="NvBlastExtMaterial" --><code>#include <<a class="el" href="_nv_blast_ext_damage_shaders_8h-source.html">NvBlastExtDamageShaders.h</a>></code>
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<a href="struct_nv_blast_ext_material-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
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<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_nv_blast_ext_material.html#7dfea97ed502a26acd63d1c3ed750557">getNormalizedDamage</a> (float damageInHealth) const </td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_nv_blast_ext_material.html#89d74e66909810438be664da3f42e2d5">NvBlastExtMaterial</a> ()</td></tr>
<tr><td colspan="2"><br><h2>Public Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_nv_blast_ext_material.html#1d1922ed27c3012efa2e9c3418636cb2">health</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">health <a href="#1d1922ed27c3012efa2e9c3418636cb2"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_nv_blast_ext_material.html#de63b21c45e8705b20e65c202891762b">maxDamageThreshold</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">max damage fraction threshold to be applied. Range [0, 1]. For example 0.8 won't allow more then 80% of health damage to be applied. <a href="#de63b21c45e8705b20e65c202891762b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="struct_nv_blast_ext_material.html#eeb4e2d2b81e234e12b9e627eb6cb1b4">minDamageThreshold</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">min damage fraction threshold to be applied. Range [0, 1]. For example 0.1 filters all damage below 10% of health. <a href="#eeb4e2d2b81e234e12b9e627eb6cb1b4"></a><br></td></tr>
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<hr><a name="_details"></a><h2>Detailed Description</h2>
Example of simple material. It is passed into damage shader, thus it is not used currently in any of them. The user can use it to filter and normalize before applying.<p>
Material function implementers may choose their own set. <hr><h2>Constructor & Destructor Documentation</h2>
<a class="anchor" name="89d74e66909810438be664da3f42e2d5"></a><!-- doxytag: member="NvBlastExtMaterial::NvBlastExtMaterial" ref="89d74e66909810438be664da3f42e2d5" args="()" -->
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<td class="memname">NvBlastExtMaterial::NvBlastExtMaterial </td>
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<td class="paramname"> </td>
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<td><code> [inline]</code></td>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="7dfea97ed502a26acd63d1c3ed750557"></a><!-- doxytag: member="NvBlastExtMaterial::getNormalizedDamage" ref="7dfea97ed502a26acd63d1c3ed750557" args="(float damageInHealth) const " -->
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<td class="memname">float NvBlastExtMaterial::getNormalizedDamage </td>
<td>(</td>
<td class="paramtype">float </td>
<td class="paramname"> <em>damageInHealth</em> </td>
<td> ) </td>
<td> const<code> [inline]</code></td>
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<p>
Helper to normalize damage.<p>
Pass damage defined in health, damage in range [0, 1] is returned, where 0 basically indicates that the threshold wasn't reached and there is no point in applying it.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>damageInHealth</em> </td><td>Damage defined in terms of health amount to be reduced.</td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>normalized damage </dd></dl>
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<hr><h2>Member Data Documentation</h2>
<a class="anchor" name="1d1922ed27c3012efa2e9c3418636cb2"></a><!-- doxytag: member="NvBlastExtMaterial::health" ref="1d1922ed27c3012efa2e9c3418636cb2" args="" -->
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<td class="memname">float <a class="el" href="struct_nv_blast_ext_material.html#1d1922ed27c3012efa2e9c3418636cb2">NvBlastExtMaterial::health</a> </td>
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health
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<a class="anchor" name="de63b21c45e8705b20e65c202891762b"></a><!-- doxytag: member="NvBlastExtMaterial::maxDamageThreshold" ref="de63b21c45e8705b20e65c202891762b" args="" -->
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<td class="memname">float <a class="el" href="struct_nv_blast_ext_material.html#de63b21c45e8705b20e65c202891762b">NvBlastExtMaterial::maxDamageThreshold</a> </td>
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<p>
max damage fraction threshold to be applied. Range [0, 1]. For example 0.8 won't allow more then 80% of health damage to be applied.
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<a class="anchor" name="eeb4e2d2b81e234e12b9e627eb6cb1b4"></a><!-- doxytag: member="NvBlastExtMaterial::minDamageThreshold" ref="eeb4e2d2b81e234e12b9e627eb6cb1b4" args="" -->
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<td class="memname">float <a class="el" href="struct_nv_blast_ext_material.html#eeb4e2d2b81e234e12b9e627eb6cb1b4">NvBlastExtMaterial::minDamageThreshold</a> </td>
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<p>
min damage fraction threshold to be applied. Range [0, 1]. For example 0.1 filters all damage below 10% of health.
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<hr>The documentation for this struct was generated from the following file:<ul>
<li>sdk/extensions/shaders/include/<a class="el" href="_nv_blast_ext_damage_shaders_8h-source.html">NvBlastExtDamageShaders.h</a></ul>
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