Describes the NxParameterized::Interface for 'ClothingGraphicalLodParameters' : More...
#include <params.h>
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 |
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
'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.