#include <ExplicitHierarchicalMesh.h>
Public Member Functions | |
virtual void | getData (uint32_t &width, uint32_t &height, uint32_t &depth, uint32_t &size, unsigned char const **ppData) const =0 |
virtual | ~DisplacementMapVolume () |
Interface to a "displacement map volume," used with tessellated fracturing. A displacement map volume captures how to displace a particular point in 3D space along the x, y and z axes. The data is stored as a 3D texture volume, with corresponding displacement coordinates acting as a look-up into this volume. X, Y and Z offsets correspond to R, G, and B color channels
Various approaches can be used to generate the 3D noise field, in this case Perlin noise is used, with appropriate settings specified by the FractureSliceDesc.
virtual nvidia::apex::DisplacementMapVolume::~DisplacementMapVolume | ( | ) | [inline, virtual] |
virtual void nvidia::apex::DisplacementMapVolume::getData | ( | uint32_t & | width, |
uint32_t & | height, | ||
uint32_t & | depth, | ||
uint32_t & | size, | ||
unsigned char const ** | ppData | ||
) | const [pure virtual] |
Fills the specified array and parameters with texture-compatible information.
The corresponding texture aligns with the displacement UVs generated as fracturing occurs when displacement maps are enabled, with RGB data corresponding to XYZ offsets, respectively.