sdk/lowlevel/include/NvBlastTypes.h File Reference

#include "NvBlastPreprocessor.h"
#include <stdint.h>

Go to the source code of this file.

Classes

struct  NvBlastActor
struct  NvBlastActorDesc
struct  NvBlastActorSplitEvent
struct  NvBlastAsset
struct  NvBlastAssetDesc
struct  NvBlastBond
struct  NvBlastBondDesc
struct  NvBlastBondFractureData
struct  NvBlastChunk
struct  NvBlastChunkDesc
struct  NvBlastChunkFractureData
struct  NvBlastDamageProgram
struct  NvBlastDataBlock
struct  NvBlastFamily
struct  NvBlastFractureBuffers
struct  NvBlastGraphShaderActor
struct  NvBlastID
struct  NvBlastMessage
struct  NvBlastSubgraphShaderActor
struct  NvBlastSupportGraph
struct  NvBlastTimers

Typedefs

typedef void(* NvBlastGraphShaderFunction )(NvBlastFractureBuffers *commandBuffers, const NvBlastGraphShaderActor *actor, const void *programParams)
typedef void(* NvBlastSubgraphShaderFunction )(NvBlastFractureBuffers *commandBuffers, const NvBlastSubgraphShaderActor *actor, const void *programParams)
typedef void(* NvBlastLog )(int type, const char *msg, const char *file, int line)


Typedef Documentation

typedef void(* NvBlastGraphShaderFunction)(NvBlastFractureBuffers *commandBuffers, const NvBlastGraphShaderActor *actor, const void *programParams)

Damage shader for actors with more then one node in support graph.

From a an input actor data (NvBlastGraphShaderActor) and user custom data (params), creates a list of NvBlastFractureCommand to be applied to the respective NvBlastActor.

Parameters:
[in,out] commandBuffers The resulting health damage to apply. Typically requires an array of size (number of support chunks) + (number of bonds) of the processed asset but may depend on the actual implementation.
[in] actor The actor representation used for creating commands.
[in] programParams A set of parameters defined by the damage shader implementer.
Interpretation of NvBlastFractureBuffers: As input: Counters denote available entries for FractureData. Chunk and Bond userdata are not used. Health values are not used.

As output: Counters denote valid entires in FractureData arrays. Chunks and Bond userdata reflect the respective userdata set during asset initialization. Health values denote how much damage is to be applied.

See also:
NvBlastFractureBuffers NvBlastGraphShaderActor

typedef void(* NvBlastLog)(int type, const char *msg, const char *file, int line)

Function pointer type for logging.

When a function with this signature is passed into Blast functions with an NvBlastLog argument, Blast will use it to report errors, warnings, and other information.

typedef void(* NvBlastSubgraphShaderFunction)(NvBlastFractureBuffers *commandBuffers, const NvBlastSubgraphShaderActor *actor, const void *programParams)

Damage shader for actors with single chunk.

From a an input actor data (NvBlastSubgraphShaderActor) and user custom data (params), creates a list of NvBlastFractureCommand to be applied to the respective NvBlastActor.

Parameters:
[in,out] commandBuffers The resulting health damage to apply. Typically requires an array of size (number of support chunks) + (number of bonds) of the processed asset but may depend on the actual implementation.
[in] actor The actor representation used for creating commands.
[in] programParams A set of parameters defined by the damage shader implementer.
Interpretation of NvBlastFractureBuffers: As input: Counters denote available entries for FractureData. Chunk and Bond userdata are not used. Health values are not used.

As output: Counters denote valid entires in FractureData arrays. Chunks and Bond userdata reflect the respective userdata set during asset initialization. Health values denote how much damage is to be applied.

See also:
NvBlastFractureBuffers NvBlastSubgraphShaderActor