DinoFracture 2.11.1
A Dynamic Fracture Library
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Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NDinoFracture
 CAsyncFractureOperationTracks completion and returns the results of a fragmentation operation
 CAsyncFractureResultThe result of a fracture
 CAsyncShatterOperationTracks completion and returns the results of a shatter
 CAsyncSliceOperationTracks completion and returns the results of a slice
 CChipOnFractureThis 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
 CCleanupMeshOnDestroyApplying this script to the fracture template will ensure that the generated fracture mesh will be cleaned up properly when the fracture piece is destroyed
 CCoroutineHandleHandle to a coroutine in the CoroutinePump
 CCoroutinePumpAllows for pumping of a list of coroutines for a certain maximum of time per frame / update
 CDisableObjectsOnFractureAdding this to the fracturing game object will allow other game objects to be turned off (set inactive) when this game object is fractured
 CEdgeErrorUsed to display geometry errors on the mesh in the editor
 CExplodeOnFractureWhen 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
 CFractureBuilderEntry point to create fracture pieces from a mesh
 CFractureDetailsBasic information for any sort of mesh fragmentation
 CFracturedMeshAn individual fracture piece's geometry
 CFracturedObjectThis class is automatically added by the engine and is not meant to be added by users
 CFractureEngineThis component is created on demand to manage the fracture coroutines. It is not intended to be added by the user
 CFractureEngineBaseBase class for the fracture engine
 CFractureGeometryThis 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
 COnFractureEventOnFracture() Unity event wrapper
 CSizeSerializableUnity cannot handle the serializable attribute on types defined in dlls. This wraps a DinoFracture.Size type
 CSlicePlaneSerializableUnity cannot handle the serializable attribute on types defined in dlls. So, we have to duplicate the SlicePlane structure here in order to save it
 CUVBoundsSerializableUnity cannot handle the serializable attribute on types defined in dlls. This wraps a DinoFracture.UVBounds type
 CFractureOnClickCasts a simple mouse ray on left click and calls Fracture() on the hit collider game object
 CFractureOnCollisionThis component will cause a fracture to happen at the point of impact
 CFractureOnInputApply this on the fracturing game object. When the specified key is pressed, the object will fracture
 CFractureOnParticleCollisionThis component will cause a fracture to happen at the point of impact with a particle
 CFractureResultThe result of a fracture
 CFractureUtilitiesCollection of utility methods to gather fracturing and object information
 CGlueEdgeOnFractureIf 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.
 CLoggerDinoFracture logging class
 CNotifyOnFractureWhen 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
 COnFractureEventArgsArgument passed to OnFracture message
 CPlaySoundOnFractureAn object with this component will play the audio source when fractured
 CPreFracturedGeometryApply 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
 CPreFractureOnStartThis 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
 CRuntimeFracturedGeometryApply 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
 CShatterDetailsRequired information needed by the engine to produce a fracture
 CSizeStructure that defines the bounds of the shatter fracture planes
 CSliceDetailsRequired information needed by the engine to slice a mesh
 CSlicePlaneDefines a plane that slices the mesh in half
 CTransferJointsOnFractureWhen 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
 CTriggerExplosionOnCollisionTriggers a fracture + explosion when this game object is collided with
 CUVBoundsDefines a rectangular bounds across a UV map