The ID for this command is specified as chunkID. For example, a single chunk could be the atoms in a molecule or atoms in a spatial bin. See the “compute. Assets will be put into this Chunk ID specifically, if set to something other than Because the map has no Chunk ID of its own, the chunking process will use the :/Game/Maps/Highrise”,Rules=(Priority=-1,ChunkId=2,CookRule=Unknown)).
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Cutout parameters, see CutoutConfiguration. In ShooterGame, Assets are distributed between three Chunks. This sets our main game maps to be in specific chunks, which will cause all of their references to be added to those chunks as well. Number of vertices in vertexBuffer. Array of offsets in indexBuffer for each base mesh.
If number of children of some chunk less then maxAtLevel then it would be considered as already optimized and skipped. Chunk 0 of ShooterGame contains many independent Assets, but is relatively small.
We can make our own internal changes and checks. Using the Engine’s Packaging system, each Chunk will create an independent. Return array of chunks IDs with given depth. Limiting the scope of the graph can greatly reduce the time taken by the Engine in building it.
NVIDIA(R) Blast(R) SDK API Reference: Nv::Blast::FractureTool Class Reference
In this state, all relevant data has been uncompressed and retrieved exceptionally, the reading has ended prematurely. Set automatic islands removing. User’s code should release it after usage. In ShooterGame, Chunk 0 contains the Assets needed to display the game’s menu and get into a match, while Chunks 1 and 2 are used for the game’s playable Maps. It’s still not terminated, it will accept more IDAT chunks, but will ignore them.
The effective length is given by getRowFilled. Boxes nested within other boxes represent a parent-child reference relationship.
Check if input mesh contains open edges. Not the same as the real image row, if interlaced. But for callback mode the method processRowCallback must be overriden See IdatSetwhich is mostly used and has a slightly simpler use. Chunk 1 for the “Sanctuary” map, Chunk 2 for the “Highrise” map, and Chunk 0 for all other data.
Input mesh is scaled and transformed internally to fit unit cube centered in origin. Return id of chunk with specified index. For detailed information on those options, see the Reference Viewer page. In our ShooterGame example, examining Chunk 1 reveals only two directly connected Assets: Method provides offset vector and scale parameter.
Should be called after the previous row was processed Pass 0 or negative to signal that we are done not expecting more bytes This resets rowfilled The. This will be called by the owner to report us the next chunk to come. Related Articles Asset Management.
This should be called when discarding this object, or for aborting. This Primary Asset Label, named “HighriseLabel”, explicitly manages the game’s “Highrise” map asset, and indicates that it belongs in Chunk 2. Only in this state it’s legal to feed this. Assets are displayed as colored boxes with their icon or thumbnail in the box, and are scaled to represent the size of the Asset.
Get percentage of mesh overlap. Cutout fracture for specified chunk. In the following image, we have recentered from Chunk 1 to the “Map: Rescale interior uv coordinates of all existing chunks to fit square of given size, relative sizes will be preserved.
An example of chunking can be found in the ShooterGame sample project, which establishes three Chunks: While they are not usually loaded during the game, they are used when cooking and chunking and can set up their own rules, lists, and priorities for other project assets. Try find islands and remove them on some specifical chunk.
Set the material id to use for new interior faces. Get chunk base mesh Parameters: See DeflatedChunkSetTest for example of use. Last one is indexBuffer size.
DeflatedChunksSet (PNGJ SNAPSHOT API)
The sanctuary map asset’s node has been right-clicked. Return index of chunk with specified chunkId Parameters: Cut chunk with plane. Noise configuration for plane-chunk intersection, see NoiseConfiguration. Delete all children for specified chunk also recursively delete chidren of children.
Nv::Blast::FractureTool Class Reference
Crawling through references in this way, you can see exactly why a given Asset is associated with another Asset, or a Chunk. Apply it before further chunk splitting.
Chunk depth or -1 if there is no such chunk. The graph shown above is not complete. This class can work in sync polled mode or async callback mode.