nvidia::apex::ClothingActor Member List
This is the complete list of members for nvidia::apex::ClothingActor, including all inherited members.
acquireReadLock(const char *fileName, const uint32_t lineno) const =0nvidia::apex::RWLockable [pure virtual]
acquireRenderProxy()=0nvidia::apex::ClothingActor [pure virtual]
acquireWriteLock(const char *fileName, const uint32_t lineno) const =0nvidia::apex::RWLockable [pure virtual]
ApexInterface() (defined in nvidia::apex::ApexInterface)nvidia::apex::ApexInterface [inline]
attachVertexToGlobalPosition(uint32_t vertexIndex, const PxVec3 &globalPosition)=0nvidia::apex::ClothingActor [pure virtual]
cacheModuleData() const nvidia::apex::Actor [inline, virtual]
createCollisionCapsule(ClothingSphere &sphere1, ClothingSphere &sphere2)=0nvidia::apex::ClothingActor [pure virtual]
createCollisionConvex(ClothingPlane **planes, uint32_t numPlanes)=0nvidia::apex::ClothingActor [pure virtual]
createCollisionPlane(const PxPlane &plane)=0nvidia::apex::ClothingActor [pure virtual]
createCollisionSphere(const PxVec3 &position, float radius)=0nvidia::apex::ClothingActor [pure virtual]
createCollisionTriangleMesh()=0nvidia::apex::ClothingActor [pure virtual]
dispatchRenderResources(UserRenderer &renderer)=0nvidia::apex::Renderable [pure virtual]
forceLod(float lod)=0nvidia::apex::Actor [pure virtual]
freeVertex(uint32_t vertexIndex)=0nvidia::apex::ClothingActor [pure virtual]
getActiveLod() const =0nvidia::apex::Actor [pure virtual]
getActorDesc()=0nvidia::apex::ClothingActor [pure virtual]
getBounds() const =0nvidia::apex::Renderable [pure virtual]
getClothingMaterial() const =0nvidia::apex::ClothingActor [pure virtual]
getClothSolverMode() const =0nvidia::apex::ClothingActor [pure virtual]
getCurrentBoneSkinningMatrices() const =0nvidia::apex::ClothingActor [pure virtual]
getGlobalPose() const =0nvidia::apex::ClothingActor [pure virtual]
getGraphicalLod()=0nvidia::apex::ClothingActor [pure virtual]
getLodRange(float &min, float &max, bool &intOnly) const =0nvidia::apex::Actor [pure virtual]
getMaxDistanceBlendTime() const =0nvidia::apex::ClothingActor [pure virtual]
getMaximumSimulationBudget() const =0nvidia::apex::ClothingActor [pure virtual]
getNumGraphicalVerticesActive(uint32_t submeshIndex) const =0nvidia::apex::ClothingActor [pure virtual]
getNumSimulationVertices() const =0nvidia::apex::ClothingActor [pure virtual]
getOwner() const =0nvidia::apex::Actor [pure virtual]
getPhysicalMeshNormals(void *buffer, uint32_t byteStride)=0nvidia::apex::ClothingActor [pure virtual]
getPhysicalMeshPositions(void *buffer, uint32_t byteStride)=0nvidia::apex::ClothingActor [pure virtual]
getRenderGlobalPose() const =0nvidia::apex::ClothingActor [pure virtual]
getSimulationNormals()=0nvidia::apex::ClothingActor [pure virtual]
getSimulationPositions()=0nvidia::apex::ClothingActor [pure virtual]
getSimulationVelocities(PxVec3 *velocities)=0nvidia::apex::ClothingActor [pure virtual]
isFrozen() const =0nvidia::apex::ClothingActor [pure virtual]
isHalfPrecisionAllowed() const =0nvidia::apex::ClothingActor [pure virtual]
isVisible() const =0nvidia::apex::ClothingActor [pure virtual]
lockRenderResources()=0nvidia::apex::RenderDataProvider [pure virtual]
rayCast(const PxVec3 &worldOrigin, const PxVec3 &worldDirection, float &time, PxVec3 &normal, uint32_t &vertexIndex)=0nvidia::apex::ClothingActor [pure virtual]
release()=0nvidia::apex::ApexInterface [pure virtual]
releaseReadLock(void) const =0nvidia::apex::RWLockable [pure virtual]
releaseWriteLock(void) const =0nvidia::apex::RWLockable [pure virtual]
setClothingMaterial(uint32_t index)=0nvidia::apex::ClothingActor [pure virtual]
setEnableDebugVisualization(bool state)=0nvidia::apex::Actor [pure virtual]
setFrozen(bool enable)=0nvidia::apex::ClothingActor [pure virtual]
setGraphicalLOD(uint32_t lod)=0nvidia::apex::ClothingActor [pure virtual]
setHalfPrecision(bool isAllowed)=0nvidia::apex::ClothingActor [pure virtual]
setMaxDistanceBlendTime(float blendTime)=0nvidia::apex::ClothingActor [pure virtual]
setOverrideMaterial(uint32_t submeshIndex, const char *overrideMaterialName)=0nvidia::apex::ClothingActor [pure virtual]
setVelocityCallback(ClothingVelocityCallback *callback)=0nvidia::apex::ClothingActor [pure virtual]
setVisible(bool enable)=0nvidia::apex::ClothingActor [pure virtual]
setWind(float windAdaption, const PxVec3 &windVelocity)=0nvidia::apex::ClothingActor [pure virtual]
unlockRenderResources()=0nvidia::apex::RenderDataProvider [pure virtual]
updateMaxDistanceScale(float scale, bool multipliable)=0nvidia::apex::ClothingActor [pure virtual]
updateRenderResources(bool rewriteBuffers=false, void *userRenderData=0)=0nvidia::apex::RenderDataProvider [pure virtual]
updateState(const PxMat44 &globalPose, const PxMat44 *newBoneMatrices, uint32_t boneMatricesByteStride, uint32_t numBoneMatrices, ClothingTeleportMode::Enum teleportMode)=0nvidia::apex::ClothingActor [pure virtual]
userDatanvidia::apex::ApexInterface
~Actor() (defined in nvidia::apex::Actor)nvidia::apex::Actor [inline, protected, virtual]
~ClothingActor() (defined in nvidia::apex::ClothingActor)nvidia::apex::ClothingActor [inline, protected, virtual]

Generated on Sat Dec 1 2018 15:52:07

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