Describes the NxParameterized::Interface for 'ClothingDebugRenderParams' : More...
#include <params.h>
Public Attributes | |
Bool | Actors |
'Actors' : Enables/Disables visualization of all clothing actors | |
F32 | SkinnedPositions |
'SkinnedPositions' : Marks each animation position with a small cross as the centers of the spheres in which the simulated vertices are allowed to move. Blue for static vertices, black to white for increasing max distance. | |
Bool | Backstop |
'Backstop' : The part of the mesh with backstop is solidly rendered. Red for front faces, blue for back faces. | |
F32 | BackstopPrecise |
'BackstopPrecise' : Draws small segments of the backstop sphere for each simulation vertex. (scalable) | |
Bool | MaxDistance |
'MaxDistance' : Draws a line from the skinned position along the skinned normal with the length of the max distance this vertex is allowed to move. Note that the LoD mechanism can scale down the Max Distance of the asset. | |
Bool | MaxDistanceInwards |
'MaxDistanceInwards' : Same as MaxDistance but to the other side. Bounded by backstop. The length of the line is either Max Distance or sphere collision distance, depending on which is smaller and restricts the motion of the vertex. | |
Bool | SkinMapAll |
'SkinMapAll' : Draws the full support mesh for mesh-mesh skinning. | |
Bool | SkinMapBad |
'SkinMapBad' : Draws the support mesh for mesh-mesh skinning. But only for vertices that actually lie outside of the support mesh and could cause problems | |
Bool | SkinMapActual |
'SkinMapActual' : Draws the actual support mesh for mesh-mesh skinning (only the parts that are effectively used). | |
Bool | SkinMapInvalidBary |
'SkinMapInvalidBary' : Draws physical triangles and corresponding graphical vertices that have invalid barycentric coordinates in the mesh skinning map. Red: invalid position bary. Purple: invalid normal bary. Blue: invalid tangent bary. | |
F32 | PhysicsMeshWire |
'PhysicsMeshWire' : Draws the simulation mesh, only the active region. From yellow to red, the closer a vertex gets to its max distance. (scalable) | |
F32 | PhysicsMeshSolid |
'PhysicsMeshSolid' : Same as PhysicsMeshWire but with solid triangles. | |
F32 | PhysicsMeshNormals |
'PhysicsMeshNormals' : Displays the normals of the physics mesh (base for mesh-mesh skinning). | |
Bool | Skeleton |
'Skeleton' : Draws lines from parent to child bones. Active bones are displayed in purple, passive in blue. Only the subset of bones that have a vertex from any of the meshes or a collision volume bound to them will be visible. | |
F32 | BoneFrames |
'BoneFrames' : Draws the frame of each bone. (scalable) | |
F32 | BoneNames |
'BoneNames' : Displays the name of each bone. (scalable) | |
F32 | Velocities |
'Velocities' : Draws lines for each simulated vertex' velocity. (scalable) | |
F32 | Wind |
'Wind' : Draws lines for each simulated vertex' velocity change due to wind, velocity callback or pressure. (scalable) | |
Bool | GraphicalVertexBones |
'GraphicalVertexBones' : Draws colored lines from each graphical vertex to the bones it uses for skinning. White to black for decreasing weights. | |
Bool | PhysicalVertexBones |
'PhysicalVertexBones' : Draws colored lines from each simulation vertex to the bones it uses for skinning. White to black for decreasing weights. | |
Bool | CollisionShapes |
'CollisionShapes' : Draws solid capsules and spheres for the collision shapes. | |
Bool | CollisionShapesWire |
'CollisionShapesWire' : Draws wire capsules and spheres for the collision shapes. | |
Bool | LengthFibers |
'LengthFibers' : Show the vertical stretching fibers. | |
Bool | CrossSectionFibers |
'CrossSectionFibers' : Show the horizontal stretching fibers. | |
Bool | BendingFibers |
'BendingFibers' : Show the bending fibers. | |
Bool | ShearingFibers |
'ShearingFibers' : Show the shearing fibers. | |
Bool | ZerostretchFibers |
'ZerostretchFibers' : Show the zero-stretch phases. | |
Bool | TethersActive |
'TethersActive' : Show the tether constraitns, only active ones (0.99 their length and longer). | |
Bool | TethersInactive |
'TethersInactive' : Show the tether constraints, only inactive ones (less than 0.99 their length). | |
Bool | VirtualCollision |
'VirtualCollision' : Show the virtual particles. Each has 3 lines to the vertices it connects to. | |
Bool | FiberRange |
'FiberRange' : Combined with fiber debug rendering this visualizes the range where the stiffness of the chosen fiber type is scaled down. It shows how much the cloth is allowed to compress/stretch. | |
Bool | ShowInLocalSpace |
'ShowInLocalSpace' : Enables/Disables debug rendering in local space (experts only!) | |
Bool | GlobalPose |
'GlobalPose' : Shows the internally stored global pose transform | |
Bool | RecomputeSubmeshes |
'RecomputeSubmeshes' : Shows the internal reordering of the render mesh asset into physical submeshes and non-simulated parts in shades of gray. This is used to split the cpu skinned part from the skinned part that is skinned the physics mesh. | |
Bool | RecomputeVertices |
'RecomputeVertices' : Shows the position of the reordered render vertices that are being skinned to the physics mesh. Vertices attached to simulated triangles are rendered orange. Additional vertices along the border are rendered purple, they are needed to prevent visible seams from normal and tangent calculations. | |
Bool | PhysicsMeshIndices |
'PhysicsMeshIndices' : Shows the indices of the physics mesh | |
Bool | MassScale |
'MassScale' : Shows red crosses for particles where the mass is scaled for collision purpose | |
Bool | SelfCollision |
'SelfCollision' : Shows spheres that represent the self collision thickness | |
Bool | SelfCollisionWire |
'SelfCollisionWire' : Shows spheres that represent the self collision thickness | |
F32 | SelfCollisionAttenuation |
'SelfCollisionAttenuation' : Draws a line between vertices where selfcollision is reduced or turned off. | |
Bool | SolverMode |
'SolverMode' : Displays which solver is used (2.x or 3.x), wether it runs on GPU, and if the simulation data fits into shared memory. |
Describes the NxParameterized::Interface for 'ClothingDebugRenderParams' :
ClothingDebugRenderParams contains 41 fully qualified names --------------------------------------------- 1 : Bool Actors 2 : F32 SkinnedPositions 3 : Bool Backstop 4 : F32 BackstopPrecise 5 : Bool MaxDistance 6 : Bool MaxDistanceInwards 7 : Bool SkinMapAll 8 : Bool SkinMapBad 9 : Bool SkinMapActual 10 : Bool SkinMapInvalidBary 11 : F32 PhysicsMeshWire 12 : F32 PhysicsMeshSolid 13 : F32 PhysicsMeshNormals 14 : Bool Skeleton 15 : F32 BoneFrames 16 : F32 BoneNames 17 : F32 Velocities 18 : F32 Wind 19 : Bool GraphicalVertexBones 20 : Bool PhysicalVertexBones 21 : Bool CollisionShapes 22 : Bool CollisionShapesWire 23 : Bool LengthFibers 24 : Bool CrossSectionFibers 25 : Bool BendingFibers 26 : Bool ShearingFibers 27 : Bool ZerostretchFibers 28 : Bool TethersActive 29 : Bool TethersInactive 30 : Bool VirtualCollision 31 : Bool FiberRange 32 : Bool ShowInLocalSpace 33 : Bool GlobalPose 34 : Bool RecomputeSubmeshes 35 : Bool RecomputeVertices 36 : Bool PhysicsMeshIndices 37 : Bool MassScale 38 : Bool SelfCollision 39 : Bool SelfCollisionWire 40 : F32 SelfCollisionAttenuation 41 : Bool SolverMode
'Actors' : Enables/Disables visualization of all clothing actors
'Backstop' : The part of the mesh with backstop is solidly rendered. Red for front faces, blue for back faces.
'BackstopPrecise' : Draws small segments of the backstop sphere for each simulation vertex. (scalable)
'BendingFibers' : Show the bending fibers.
'BoneFrames' : Draws the frame of each bone. (scalable)
'BoneNames' : Displays the name of each bone. (scalable)
'CollisionShapes' : Draws solid capsules and spheres for the collision shapes.
'CollisionShapesWire' : Draws wire capsules and spheres for the collision shapes.
'CrossSectionFibers' : Show the horizontal stretching fibers.
'FiberRange' : Combined with fiber debug rendering this visualizes the range where the stiffness of the chosen fiber type is scaled down. It shows how much the cloth is allowed to compress/stretch.
'GlobalPose' : Shows the internally stored global pose transform
'GraphicalVertexBones' : Draws colored lines from each graphical vertex to the bones it uses for skinning. White to black for decreasing weights.
'LengthFibers' : Show the vertical stretching fibers.
'MassScale' : Shows red crosses for particles where the mass is scaled for collision purpose
'MaxDistance' : Draws a line from the skinned position along the skinned normal with the length of the max distance this vertex is allowed to move. Note that the LoD mechanism can scale down the Max Distance of the asset.
'MaxDistanceInwards' : Same as MaxDistance but to the other side. Bounded by backstop. The length of the line is either Max Distance or sphere collision distance, depending on which is smaller and restricts the motion of the vertex.
'PhysicalVertexBones' : Draws colored lines from each simulation vertex to the bones it uses for skinning. White to black for decreasing weights.
'PhysicsMeshIndices' : Shows the indices of the physics mesh
'PhysicsMeshNormals' : Displays the normals of the physics mesh (base for mesh-mesh skinning).
'PhysicsMeshSolid' : Same as PhysicsMeshWire but with solid triangles.
'PhysicsMeshWire' : Draws the simulation mesh, only the active region. From yellow to red, the closer a vertex gets to its max distance. (scalable)
'RecomputeSubmeshes' : Shows the internal reordering of the render mesh asset into physical submeshes and non-simulated parts in shades of gray. This is used to split the cpu skinned part from the skinned part that is skinned the physics mesh.
'RecomputeVertices' : Shows the position of the reordered render vertices that are being skinned to the physics mesh. Vertices attached to simulated triangles are rendered orange. Additional vertices along the border are rendered purple, they are needed to prevent visible seams from normal and tangent calculations.
'SelfCollision' : Shows spheres that represent the self collision thickness
'SelfCollisionAttenuation' : Draws a line between vertices where selfcollision is reduced or turned off.
All connections are drawn that have an attenuation smaller than the given value. 0.0f disables the visualization, 1.0f shows all attenuated pairs.
'SelfCollisionWire' : Shows spheres that represent the self collision thickness
'ShearingFibers' : Show the shearing fibers.
'ShowInLocalSpace' : Enables/Disables debug rendering in local space (experts only!)
'Skeleton' : Draws lines from parent to child bones. Active bones are displayed in purple, passive in blue. Only the subset of bones that have a vertex from any of the meshes or a collision volume bound to them will be visible.
'SkinMapActual' : Draws the actual support mesh for mesh-mesh skinning (only the parts that are effectively used).
'SkinMapAll' : Draws the full support mesh for mesh-mesh skinning.
'SkinMapBad' : Draws the support mesh for mesh-mesh skinning. But only for vertices that actually lie outside of the support mesh and could cause problems
'SkinMapInvalidBary' : Draws physical triangles and corresponding graphical vertices that have invalid barycentric coordinates in the mesh skinning map. Red: invalid position bary. Purple: invalid normal bary. Blue: invalid tangent bary.
'SkinnedPositions' : Marks each animation position with a small cross as the centers of the spheres in which the simulated vertices are allowed to move. Blue for static vertices, black to white for increasing max distance.
'SolverMode' : Displays which solver is used (2.x or 3.x), wether it runs on GPU, and if the simulation data fits into shared memory.
Shared: Fastest path. It means previous and current positions fit onto shared memory on the GPU. Mixed: Only slightly slower than Shared. Current positions fit onto shared memory, previous positions need to be streamed in. Global: Significantly slower than Shared and Mixed. All data is read from global GPU memory. Try to reduce the vertex count and/or split up the asset.
'TethersActive' : Show the tether constraitns, only active ones (0.99 their length and longer).
'TethersInactive' : Show the tether constraints, only inactive ones (less than 0.99 their length).
'Velocities' : Draws lines for each simulated vertex' velocity. (scalable)
'VirtualCollision' : Show the virtual particles. Each has 3 lines to the vertices it connects to.
'Wind' : Draws lines for each simulated vertex' velocity change due to wind, velocity callback or pressure. (scalable)
'ZerostretchFibers' : Show the zero-stretch phases.