Public Attributes
ClothingDebugRenderParams Struct Reference

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

#include <params.h>

List of all members.

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.

Detailed Description

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                

Member Data Documentation

'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.


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

Generated on Sat Dec 1 2018 15:52:43

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