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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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