Public Attributes
ClothingGraphicalLodParameters Struct Reference

Describes the NxParameterized::Interface for 'ClothingGraphicalLodParameters' : More...

#include <params.h>

List of all members.

Public Attributes

String platforms[]
 'platforms[]' : Platforms on this lod is used.
U32 lod
 'lod' : The actual LoD value
U32 physicalMeshId
 'physicalMeshId' : Index of the physical mesh used for this graphical mesh.
RenderMeshAssetParameters renderMeshAsset
 'renderMeshAsset' :
U32 immediateClothMap[]
 'immediateClothMap[]' : Directly map some of the physically simulated vertices on the graphical mesh
Vec3 skinClothMapB[].vtxTetraBary
 'skinClothMapB[].vtxTetraBary' : The barycentric coordinate into the implicit tetrahedron.
U32 skinClothMapB[].vertexIndexPlusOffset
 'skinClothMapB[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index).
Vec3 skinClothMapB[].nrmTetraBary
 'skinClothMapB[].nrmTetraBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.
U32 skinClothMapB[].faceIndex0
 'skinClothMapB[].faceIndex0' : First index of the 3 consecutive indices making the physical triangle.
U32 skinClothMapB[].tetraIndex
 'skinClothMapB[].tetraIndex' : Selects which of the 6 implicit tetrahedrons is used for the mapping.
U32 skinClothMapB[].submeshIndex
 'skinClothMapB[].submeshIndex' : Index into which Physical Submesh/LoD this element of the mapping belongs to.
Vec3 skinClothMap[].vertexBary
 'skinClothMap[].vertexBary' : The barycentric coordinate into the triangle.
U32 skinClothMap[].vertexIndex0
 'skinClothMap[].vertexIndex0' : Vertex index of the physics triangle.
Vec3 skinClothMap[].normalBary
 'skinClothMap[].normalBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.
U32 skinClothMap[].vertexIndex1
 'skinClothMap[].vertexIndex1' : Vertex index of the physics triangle.
Vec3 skinClothMap[].tangentBary
 'skinClothMap[].tangentBary' : The barycentric coordinate of (position+tangent). When position is subtracted this will result in the tangent again.
U32 skinClothMap[].vertexIndex2
 'skinClothMap[].vertexIndex2' : Vertex index of the physics triangle.
U32 skinClothMap[].vertexIndexPlusOffset
 'skinClothMap[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index).
F32 skinClothMapThickness
 'skinClothMapThickness' : Thickness of the mesh implicitly defined around the flat physical (triangle) mesh.
F32 skinClothMapOffset
 'skinClothMapOffset' : Normal offset of the mesh implicitly defined around the flat physical (triangle) mesh.
Vec3 tetraMap[].vertexBary
 'tetraMap[].vertexBary' : The barycentric coordinate into the tetrahedron.
U32 tetraMap[].tetraIndex0
 'tetraMap[].tetraIndex0' : First index of the 4 consecutive indices making the physical tetrahedron.
Vec3 tetraMap[].normalBary
 'tetraMap[].normalBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.
U32 tetraMap[]._dummyForAlignment
 'tetraMap[]._dummyForAlignment' : Does not hold any data, only helps the alignment of the struct.
U32 renderMeshAssetSorting
 'renderMeshAssetSorting' : Render mesh asset sorting
U32 physicsSubmeshPartitioning[].graphicalSubmesh
 'physicsSubmeshPartitioning[].graphicalSubmesh' : Graphical submesh
U32 physicsSubmeshPartitioning[].physicalSubmesh
 'physicsSubmeshPartitioning[].physicalSubmesh' : Physical submesh
U32 physicsSubmeshPartitioning[].numSimulatedVertices
 'physicsSubmeshPartitioning[].numSimulatedVertices' : Simulated vertex count
U32 physicsSubmeshPartitioning[].numSimulatedVerticesAdditional
 'physicsSubmeshPartitioning[].numSimulatedVerticesAdditional' : Simulated additional vertex count
U32 physicsSubmeshPartitioning[].numSimulatedIndices
 'physicsSubmeshPartitioning[].numSimulatedIndices' : Simulated index count

Detailed Description

Describes the NxParameterized::Interface for 'ClothingGraphicalLodParameters' :

ClothingGraphicalLodParameters contains 117 fully qualified names
---------------------------------------------
  1 : ArraySizeName  platforms                                                                        
  2 : String         platforms[]                                                                      
  3 : U32            lod                                                                              
  4 : U32            physicalMeshId                                                                   
  5 : ArraySizeName  renderMeshAsset.submeshes                                                        RefVariant[RenderMeshAssetParameters]
  6 : U32            renderMeshAsset.submeshes[].vertexBuffer.vertexCount                             RefVariant[VertexBufferParameters]
  7 : U32            renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.winding                    RefVariant[VertexFormatParameters]
  8 : Bool           renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.hasSeparateBoneBuffer      RefVariant[VertexFormatParameters]
  9 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats              RefVariant[VertexFormatParameters]
 10 : String         renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].name       RefVariant[VertexFormatParameters]
 11 : I32            renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].semantic   RefVariant[VertexFormatParameters]
 12 : U32            renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].id         RefVariant[VertexFormatParameters]
 13 : U32            renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].format     RefVariant[VertexFormatParameters]
 14 : U32            renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].access     RefVariant[VertexFormatParameters]
 15 : Bool           renderMeshAsset.submeshes[].vertexBuffer.vertexFormat.bufferFormats[].serialize  RefVariant[VertexFormatParameters]
 16 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers                                 RefVariant[VertexBufferParameters]
 17 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU8x1]
 18 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferU8x1]
 19 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU8x2]
 20 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU8x2]
 21 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU8x2]
 22 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU8x3]
 23 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU8x3]
 24 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU8x3]
 25 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU8x3]
 26 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU8x4]
 27 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU8x4]
 28 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU8x4]
 29 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU8x4]
 30 : U8             renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w                      RefVariant[BufferU8x4]
 31 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU16x1]
 32 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferU16x1]
 33 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU16x2]
 34 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU16x2]
 35 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU16x2]
 36 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU16x3]
 37 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU16x3]
 38 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU16x3]
 39 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU16x3]
 40 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU16x4]
 41 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU16x4]
 42 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU16x4]
 43 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU16x4]
 44 : U16            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w                      RefVariant[BufferU16x4]
 45 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU32x1]
 46 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferU32x1]
 47 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU32x2]
 48 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU32x2]
 49 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU32x2]
 50 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU32x3]
 51 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU32x3]
 52 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU32x3]
 53 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU32x3]
 54 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU32x4]
 55 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU32x4]
 56 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU32x4]
 57 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU32x4]
 58 : U32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w                      RefVariant[BufferU32x4]
 59 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferF32x1]
 60 : F32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferF32x1]
 61 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferF32x2]
 62 : F32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferF32x2]
 63 : F32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferF32x2]
 64 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferF32x3]
 65 : Vec3           renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferF32x3]
 66 : ArraySizeName  renderMeshAsset.submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferF32x4]
 67 : F32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferF32x4]
 68 : F32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferF32x4]
 69 : F32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferF32x4]
 70 : F32            renderMeshAsset.submeshes[].vertexBuffer.buffers[].data[].w                      RefVariant[BufferF32x4]
 71 : ArraySizeName  renderMeshAsset.submeshes[].indexBuffer                                          RefVariant[SubmeshParameters]
 72 : U32            renderMeshAsset.submeshes[].indexBuffer[]                                        RefVariant[SubmeshParameters]
 73 : ArraySizeName  renderMeshAsset.submeshes[].vertexPartition                                      RefVariant[SubmeshParameters]
 74 : U32            renderMeshAsset.submeshes[].vertexPartition[]                                    RefVariant[SubmeshParameters]
 75 : ArraySizeName  renderMeshAsset.submeshes[].indexPartition                                       RefVariant[SubmeshParameters]
 76 : U32            renderMeshAsset.submeshes[].indexPartition[]                                     RefVariant[SubmeshParameters]
 77 : ArraySizeName  renderMeshAsset.submeshes[].smoothingGroups                                      RefVariant[SubmeshParameters]
 78 : U32            renderMeshAsset.submeshes[].smoothingGroups[]                                    RefVariant[SubmeshParameters]
 79 : ArraySizeName  renderMeshAsset.materialNames                                                    RefVariant[RenderMeshAssetParameters]
 80 : String         renderMeshAsset.materialNames[]                                                  RefVariant[RenderMeshAssetParameters]
 81 : ArraySizeName  renderMeshAsset.partBounds                                                       RefVariant[RenderMeshAssetParameters]
 82 : Bounds3        renderMeshAsset.partBounds[]                                                     RefVariant[RenderMeshAssetParameters]
 83 : U32            renderMeshAsset.textureUVOrigin                                                  RefVariant[RenderMeshAssetParameters]
 84 : U32            renderMeshAsset.boneCount                                                        RefVariant[RenderMeshAssetParameters]
 85 : Bool           renderMeshAsset.deleteStaticBuffersAfterUse                                      RefVariant[RenderMeshAssetParameters]
 86 : Bool           renderMeshAsset.isReferenced                                                     RefVariant[RenderMeshAssetParameters]
 87 : ArraySizeName  immediateClothMap                                                                
 88 : U32            immediateClothMap[]                                                              
 89 : ArraySizeName  skinClothMapB                                                                    
 90 : Vec3           skinClothMapB[].vtxTetraBary                                                     
 91 : U32            skinClothMapB[].vertexIndexPlusOffset                                            
 92 : Vec3           skinClothMapB[].nrmTetraBary                                                     
 93 : U32            skinClothMapB[].faceIndex0                                                       
 94 : U32            skinClothMapB[].tetraIndex                                                       
 95 : U32            skinClothMapB[].submeshIndex                                                     
 96 : ArraySizeName  skinClothMap                                                                     
 97 : Vec3           skinClothMap[].vertexBary                                                        
 98 : U32            skinClothMap[].vertexIndex0                                                      
 99 : Vec3           skinClothMap[].normalBary                                                        
100 : U32            skinClothMap[].vertexIndex1                                                      
101 : Vec3           skinClothMap[].tangentBary                                                       
102 : U32            skinClothMap[].vertexIndex2                                                      
103 : U32            skinClothMap[].vertexIndexPlusOffset                                             
104 : F32            skinClothMapThickness                                                            
105 : F32            skinClothMapOffset                                                               
106 : ArraySizeName  tetraMap                                                                         
107 : Vec3           tetraMap[].vertexBary                                                            
108 : U32            tetraMap[].tetraIndex0                                                           
109 : Vec3           tetraMap[].normalBary                                                            
110 : U32            tetraMap[]._dummyForAlignment                                                    
111 : U32            renderMeshAssetSorting                                                           
112 : ArraySizeName  physicsSubmeshPartitioning                                                       
113 : U32            physicsSubmeshPartitioning[].graphicalSubmesh                                    
114 : U32            physicsSubmeshPartitioning[].physicalSubmesh                                     
115 : U32            physicsSubmeshPartitioning[].numSimulatedVertices                                
116 : U32            physicsSubmeshPartitioning[].numSimulatedVerticesAdditional                      
117 : U32            physicsSubmeshPartitioning[].numSimulatedIndices                                 

Member Data Documentation

'immediateClothMap[]' : Directly map some of the physically simulated vertices on the graphical mesh

If some vertices can not be mapped properly, they will use the skinClothMapB to tie to the physical mesh.

'lod' : The actual LoD value

Even for a small number of LoDs, the LoD value does not have to be continuous. An Asset can have 3 LoDs at leve 0, 3 and 6.

'physicalMeshId' : Index of the physical mesh used for this graphical mesh.

This indexes a physical mesh from the physicalMesh Array in the ClothingAsset. Different graphical LoDs can share a physical mesh.

'physicsSubmeshPartitioning[].graphicalSubmesh' : Graphical submesh

'physicsSubmeshPartitioning[].numSimulatedIndices' : Simulated index count

'physicsSubmeshPartitioning[].numSimulatedVertices' : Simulated vertex count

'physicsSubmeshPartitioning[].numSimulatedVerticesAdditional' : Simulated additional vertex count

'physicsSubmeshPartitioning[].physicalSubmesh' : Physical submesh

'platforms[]' : Platforms on this lod is used.

The assets can be prepared for different platforms. This string specifies for which platforms this LOD is kept in the asset.

'renderMeshAsset' :

'renderMeshAssetSorting' : Render mesh asset sorting

'skinClothMap[].normalBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.

'skinClothMap[].tangentBary' : The barycentric coordinate of (position+tangent). When position is subtracted this will result in the tangent again.

'skinClothMap[].vertexBary' : The barycentric coordinate into the triangle.

'skinClothMap[].vertexIndex0' : Vertex index of the physics triangle.

'skinClothMap[].vertexIndex1' : Vertex index of the physics triangle.

'skinClothMap[].vertexIndex2' : Vertex index of the physics triangle.

'skinClothMap[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index).

'skinClothMapB[].faceIndex0' : First index of the 3 consecutive indices making the physical triangle.

'skinClothMapB[].nrmTetraBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.

'skinClothMapB[].submeshIndex' : Index into which Physical Submesh/LoD this element of the mapping belongs to.

This is only needed during the authoring stage and thus does not need to be serialized.

'skinClothMapB[].tetraIndex' : Selects which of the 6 implicit tetrahedrons is used for the mapping.

'skinClothMapB[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index).

'skinClothMapB[].vtxTetraBary' : The barycentric coordinate into the implicit tetrahedron.

'skinClothMapOffset' : Normal offset of the mesh implicitly defined around the flat physical (triangle) mesh.

The length of the normals when added to the vertex to generate the barycentric coordinates.

'skinClothMapThickness' : Thickness of the mesh implicitly defined around the flat physical (triangle) mesh.

The physical mesh is expanded to both directions with this thickness, resulting in the doubled thickness. Only used for Mesh-Mesh Skinning.

'tetraMap[]._dummyForAlignment' : Does not hold any data, only helps the alignment of the struct.

'tetraMap[].normalBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.

'tetraMap[].tetraIndex0' : First index of the 4 consecutive indices making the physical tetrahedron.

'tetraMap[].vertexBary' : The barycentric coordinate into the tetrahedron.


The documentation for this struct was generated from the following file:

Generated on Sat Dec 1 2018 15:52:43

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