, including all inherited members.
addBoneCapsule(const char *boneName, float capsuleRadius, float capsuleHeight, const PxMat44 &localPose)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
addBoneCapsule(uint32_t boneIndex, float capsuleRadius, float capsuleHeight, const PxMat44 &localPose)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
addBoneConvex(const char *boneName, const PxVec3 *positions, uint32_t numPositions)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
addBoneConvex(uint32_t boneIndex, const PxVec3 *positions, uint32_t numPositions)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
addPlatformToGraphicalLod(uint32_t lod, PlatformTag platform)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
applyTransformation(const PxMat44 &transformation, float scale, bool applyToGraphics, bool applyToPhysics)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
clearAllBoneActors()=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
clearBoneActors(const char *boneName)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
clearBoneActors(uint32_t boneIndex)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
clearCollision()=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
clearMeshes()=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
getBoneBindPose(uint32_t boneIndex, PxMat44 &bindPose) const =0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
getClothingPhysicalMesh(uint32_t graphicalLod) const =0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
getLodValue(uint32_t lod) const =0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
getMaterialLibrary()=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
getNumLods() const =0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
getNumPlatforms(uint32_t lod) const =0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
getPlatform(uint32_t lod, uint32_t i) const =0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
getRenderMeshAssetAuthoring(uint32_t lodLevel) const =0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
removePlatform(uint32_t lod, PlatformTag platform)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setBoneBindPose(uint32_t boneIndex, const PxMat44 &bindPose)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setBoneInfo(uint32_t boneIndex, const char *boneName, const PxMat44 &bindPose, int32_t parentIndex)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setCollision(const char **boneNames, float *radii, PxVec3 *localPositions, uint32_t numSpheres, uint16_t *pairs, uint32_t numIndices)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setCollision(uint32_t *boneIndices, float *radii, PxVec3 *localPositions, uint32_t numSpheres, uint16_t *pairs, uint32_t numIndices)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setDefaultConstrainCoefficients(const ClothingConstrainCoefficients &coeff)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setDeriveNormalsFromBones(bool enable)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setExportScale(float scale)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setInvalidConstrainCoefficients(const ClothingConstrainCoefficients &coeff)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setMaterialLibrary(NvParameterized::Interface *materialLibrary, uint32_t materialIndex, bool transferOwnership)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setMeshes(uint32_t lod, RenderMeshAssetAuthoring *graphicalMesh, ClothingPhysicalMesh *physicalMesh, float normalResemblance=25, bool ignoreUnusedVertices=true, IProgressListener *progress=NULL)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setRootBone(const char *boneName)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationDisableCCD(bool disable)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationGravityDirection(const PxVec3 &gravity)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationHierarchicalLevels(uint32_t levels)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationRestLengthScale(float scale)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationSleepLinearVelocity(float sleep)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationThickness(float thickness)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationTwowayInteraction(bool enable)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationUntangling(bool enable)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
setSimulationVirtualParticleDensity(float density)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |
updateBindPoses(const PxMat44 *newBindPoses, uint32_t newBindPosesCount, bool isInternalOrder, bool maintainCollisionWorldSpace)=0 | nvidia::apex::ClothingAssetAuthoring | [pure virtual] |