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UE3:PhysXDestructibleStructure (UDK)

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UDK Object >> PhysXDestructibleStructure
Package: 
Engine

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Properties

Active

Type: array<int>

Modifiers: native, transient

List of active chunks

ActorKillList

Type: array<PhysXDestructibleActor>

Modifiers: native, transient

For delayed killing

Actors

Type: array<PhysXDestructibleActor>

Modifiers: native, transient

The actors within this structure. They form an island.

Chunks

Type: array<PhysXDestructibleChunk>

Modifiers: native, transient

The chunks from all of the actors in this structure.

FractureOriginChunks

Type: array<int>

Modifiers: native, transient


FractureOriginFifo

Type: array<int>

Modifiers: native, transient

No chunk will be user fractured twice, so the maximum length is Chunks.Num()

FractureOriginFifoStart

Type: int

Modifiers: native, transient


Manager

Type: pointer{class FPhysXDestructibleManager}

Modifiers: native

The "parent" manager

Overlaps

Type: array<PhysXDestructibleOverlap>

Modifiers: native, transient

Neighbor info for chunks at SupportDepth.

PassiveFractureChunks

Type: array<int>

Modifiers: native, transient


PerFrameProcessBudget

Type: int

Modifiers: native, transient, const


PseudoSupporterFifo

Type: array<int>

Modifiers: native, transient

Support algorithm

PseudoSupporterFifoStart

Type: int

Modifiers: native, transient


RouteUpdateArea

Type: array<int>

Modifiers: native, transient


RouteUpdateFifo

Type: array<int>

Modifiers: native, transient


RouteUpdateFifoStart

Type: int

Modifiers: native, transient


SupportDepth

Type: int

Modifiers: native, transient


Enums

EPhysXDestructibleChunkState

DCS_StaticRoot 
DCS_StaticChild 
DCS_DynamicRoot 
DCS_DynamicChild 
DCS_Hidden 

Structs

PhysXDestructibleChunk

Modifiers: native

bool WorldCentroidValid 
bool WorldMatrixValid 
bool bCrumble 
bool IsEnvironmentSupported 
bool IsRouting 
bool IsRouteValid 
bool IsRouteBlocker 
int ActorIndex 
int FragmentIndex 
int Index 
int MeshIndex 
int BoneIndex 
name BoneName 
int BodyIndex 
Object.Vector RelativeCentroid 
Object.Vector WorldCentroid 
Object.Matrix RelativeMatrix 
Object.Matrix WorldMatrix 
float Radius 
int ParentIndex 
int FirstChildIndex 
int NumChildren 
int Depth 
float Age 
float Damage 
float Size 
EPhysXDestructibleChunkState CurrentState 
pointer{class UPhysXDestructibleStructure} Structure 
int FIFOIndex 
int FirstOverlapIndex 
int NumOverlaps 
int ShortestRoute 
int NumSupporters 
int NumChildrenDup 

PhysXDestructibleOverlap

Modifiers: native

int ChunkIndex0 
int ChunkIndex1 
int Adjacent 

Native functions

CrumbleChunk

native function CrumbleChunk (int ChunkIndex)

Destroy chunk and initiate fluid emitter volume filling

DamageChunk

native function bool DamageChunk (int ChunkIndex, Object.Vector Point, float BaseDamage, float Radius, bool bFullDamage, float DamageFalloffExp, out array<intOutput)

Propagate damage calculation to chunk and all children. Returns an array of chunks that should be broken free

FractureChunk

native function FractureChunk (int ChunkIndex, Object.Vector point, Object.Vector impulse, bool bInheritRootVel)

Break chunk free, and make it dynamic

GetChunkCentroid

native function Object.Vector GetChunkCentroid (int ChunkIndex)

Return world centroid of chunk

GetChunkMatrix

native function Object.Matrix GetChunkMatrix (int ChunkIndex)

Return world matrix associated with chunk