UE3:PhysXDestructibleStructure (UDK)

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Revision as of 05:24, 17 January 2010 by Unknown user (talk)
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