DinoFracture 2.11.1
A Dynamic Fracture Library
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CDinoFracture.AsyncFractureOperationTracks completion and returns the results of a fragmentation operation
 CDinoFracture.AsyncShatterOperationTracks completion and returns the results of a shatter
 CDinoFracture.AsyncSliceOperationTracks completion and returns the results of a slice
 CDinoFracture.AsyncFractureResultThe result of a fracture
 CDinoFracture.ChipOnFractureThis component allows a fracture geometry to lose only bits of geometry at a time instead of completely collapsing after fracture. It works best when fracturing is done at a point instead and in conjunction with the GlueEdgeOnFracture script on the fracture template
 CDinoFracture.CleanupMeshOnDestroyApplying this script to the fracture template will ensure that the generated fracture mesh will be cleaned up properly when the fracture piece is destroyed
 CDinoFracture.CoroutineHandleHandle to a coroutine in the CoroutinePump
 CDinoFracture.CoroutinePumpAllows for pumping of a list of coroutines for a certain maximum of time per frame / update
 CDinoFracture.DisableObjectsOnFractureAdding this to the fracturing game object will allow other game objects to be turned off (set inactive) when this game object is fractured
 CDinoFracture.EdgeErrorUsed to display geometry errors on the mesh in the editor
 CDinoFracture.ExplodeOnFractureWhen applied to a game object with a FractureGeometry component this will apply an explosive point to the point of fracture. If there is no point of fracture, the center of the object will be used
 CDinoFracture.TriggerExplosionOnCollisionTriggers a fracture + explosion when this game object is collided with
 CDinoFracture.FractureBuilderEntry point to create fracture pieces from a mesh
 CDinoFracture.FractureDetailsBasic information for any sort of mesh fragmentation
 CDinoFracture.ShatterDetailsRequired information needed by the engine to produce a fracture
 CDinoFracture.SliceDetailsRequired information needed by the engine to slice a mesh
 CDinoFracture.FracturedMeshAn individual fracture piece's geometry
 CDinoFracture.FracturedObjectThis class is automatically added by the engine and is not meant to be added by users
 CDinoFracture.FractureEngineBaseBase class for the fracture engine
 CDinoFracture.FractureEngineThis component is created on demand to manage the fracture coroutines. It is not intended to be added by the user
 CDinoFracture.FractureGeometryThis is the base class for the PreFractureGeometry and RuntimeFractureGeometry components. As such, it is not intended to be directly added to any game object even though fracture initiator components rely on it
 CDinoFracture.PreFracturedGeometryApply this component to any game object you wish to pre-fracture. Pre-fracturing is a way of baking fracture pieces into the scene. Each time the object is fractured, the same set of pieces will activate. This is very useful when creating a large number of pieces or high poly meshes, which would be too slow to create at runtime. The pieces will be in the scene as a disabled root object with piece children. When the object is fractured, those pieces will activate
 CDinoFracture.RuntimeFracturedGeometryApply this component to any game object you wish to fracture while running in game mode. Runtime fractures will produce a unique set of pieces with each fracture. However, this is at the cost of computational time. It is recommended that both the piece count and poly count are kept low. This component is most effective when FractureRadius is set to a value in-between 0 and 1
 CDinoFracture.FractureOnClickCasts a simple mouse ray on left click and calls Fracture() on the hit collider game object
 CDinoFracture.FractureOnCollisionThis component will cause a fracture to happen at the point of impact
 CDinoFracture.FractureOnInputApply this on the fracturing game object. When the specified key is pressed, the object will fracture
 CDinoFracture.FractureOnParticleCollisionThis component will cause a fracture to happen at the point of impact with a particle
 CDinoFracture.FractureResultThe result of a fracture
 CDinoFracture.FractureUtilitiesCollection of utility methods to gather fracturing and object information
 CDinoFracture.GlueEdgeOnFractureIf the fracture pieces intersects with a specified trigger when created, the rigid body is destroyed and the piece becomes static. Otherwise, the piece will turn on gravity. It’s best used if the FractureTemplate’s rigid body is set to not use gravity initially.
 CDinoFracture.LoggerDinoFracture logging class
 CDinoFracture.NotifyOnFractureWhen added to the same game object as the FractureGeometry, this script can be used to notify external game objects of this object’s fracture completion. The external objects need a script with the “OnFracture” callback method
 CDinoFracture.FractureGeometry.OnFractureEventOnFracture() Unity event wrapper
 CDinoFracture.OnFractureEventArgsArgument passed to OnFracture message
 CDinoFracture.PlaySoundOnFractureAn object with this component will play the audio source when fractured
 CDinoFracture.PreFractureOnStartThis will pre-fracture geometry at runtime when this script starts. Such behavior is useful when you want the benefits of pre-fracturing (no runtime cost when the object is actually fractured) without the extra package overhead
 CDinoFracture.SizeStructure that defines the bounds of the shatter fracture planes
 CDinoFracture.FractureGeometry.SizeSerializableUnity cannot handle the serializable attribute on types defined in dlls. This wraps a DinoFracture.Size type
 CDinoFracture.SlicePlaneDefines a plane that slices the mesh in half
 CDinoFracture.FractureGeometry.SlicePlaneSerializableUnity cannot handle the serializable attribute on types defined in dlls. So, we have to duplicate the SlicePlane structure here in order to save it
 CDinoFracture.TransferJointsOnFractureWhen this object is fractured, the joint component on the object will be copied to this piece if this piece is sufficiently close to the joint position. Without this component, joints are broken after fracturing
 CDinoFracture.UVBoundsDefines a rectangular bounds across a UV map
 CDinoFracture.FractureGeometry.UVBoundsSerializableUnity cannot handle the serializable attribute on types defined in dlls. This wraps a DinoFracture.UVBounds type