DinoFracture 2.11.1
A Dynamic Fracture Library
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DinoFracture.ShatterDetails Class Reference

Required information needed by the engine to produce a fracture. More...

Inheritance diagram for DinoFracture.ShatterDetails:
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Collaboration diagram for DinoFracture.ShatterDetails:
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Public Member Functions

override bool IsValid ()
 Returns true if the details are filled in correctly, false otherwise.
 

Public Attributes

int NumPieces
 The number of new pieces to produce per iteration. The total number of pieces produced by this fracture will be NumPieces ^ NumIterations.
 
int NumIterations
 The number of fracture iterations. The total number of pieces produced by this fracture will be NumPieces ^ NumIterations.
 
bool EvenlySizedPieces
 If true, the engine will attempt to make all the randomly generated pieces roughly the same size. This adds a little processing time to the fracture.
 
Vector3 FractureCenter
 The center of the fracture.
 
Size FractureSize
 The bounds for the generated shatter fracture planes. If 0 sized, the bounds of the mesh are used.
 
int RandomSeed
 The random seed to use when initiating the fracture. If set to zero, then the system clock will be used to create a random seed.
 
- Public Attributes inherited from DinoFracture.FractureDetails
UnityEngine.Mesh Mesh
 The mesh to fracture.
 
Vector3 MeshScale
 The scale of the mesh's game object. The meshes of fracture pieces will be scaled by this amount to allow their game object's scales to be one.
 
FractureUVScale UVScale
 Scaling algorithm used on triangles produced during the fracture.
 
UVBounds UVBounds = new UVBounds(Vector2.zero, Vector2.one)
 Final 'inside' triangles will be remapped to be within this range after the UV scale is applied.
 
FractureIssueResolution IssueResolution
 How to deal with potentially poorly generated pieces.
 
bool Asynchronous
 If true, fracturing is done on a background thread and results may not be ready by the time FractureBuilder.Fracture() finishes. If false, fracturing is guaranteed to be done by the time FractureBuilder.Fracture() finishes.
 
int InsideMaterialIndex
 The material / sub-mesh index that newly formed triangles should be put in.
 
bool SeparateDisjointPieces
 If true, a final pass will be done to separate out meshes that are not physically connected. This can only happen when the mesh has concave parts.
 
VertexMergingPolicy VertexMergingPolicy = VertexMergingPolicy.Default
 Defines how aggressively to merge the vertices of this fracture. More aggressive merging will result in meshes that have a reduced number of vertices and triangles at the cost of more computation time during fracture.
 
MeshValidity Validity = MeshValidity.Unknown
 Highly recommended to call.
 

Additional Inherited Members

- Properties inherited from DinoFracture.FractureDetails
int FractureFrame [get, set]
 The frame the fracture started on. Can be used to group separate fractures that should be treated as one.
 

Detailed Description

Required information needed by the engine to produce a fracture.

Member Function Documentation

◆ IsValid()

override bool DinoFracture.ShatterDetails.IsValid ( )
inlinevirtual

Returns true if the details are filled in correctly, false otherwise.

Returns

Reimplemented from DinoFracture.FractureDetails.