Describes the NxParameterized::Interface for 'ClothingPhysicalMeshParameters' : More...
#include <params.h>
Public Attributes | |
U32 | physicalMesh.numVertices |
'physicalMesh.numVertices' : Number of vertices of this mesh | |
U32 | physicalMesh.numIndices |
'physicalMesh.numIndices' : Number of indices of this mesh | |
U32 | physicalMesh.numBonesPerVertex |
'physicalMesh.numBonesPerVertex' : Number of bone weights/indices per vertex | |
Vec3 | physicalMesh.vertices[] |
'physicalMesh.vertices[]' : Array of vertices | |
Vec3 | physicalMesh.normals[] |
'physicalMesh.normals[]' : Array of normals | |
Vec3 | physicalMesh.skinningNormals[] |
'physicalMesh.skinningNormals[]' : Array of skinning normals | |
F32 | physicalMesh.constrainCoefficients[].maxDistance |
'physicalMesh.constrainCoefficients[].maxDistance' : Maximum distance this vertex is allowed to travel from its skinned position. | |
F32 | physicalMesh.constrainCoefficients[].collisionSphereRadius |
'physicalMesh.constrainCoefficients[].collisionSphereRadius' : Size of the Backstop collision sphere. | |
F32 | physicalMesh.constrainCoefficients[].collisionSphereDistance |
'physicalMesh.constrainCoefficients[].collisionSphereDistance' : Distance of the Backstop collision sphere. | |
U16 | physicalMesh.boneIndices[] |
'physicalMesh.boneIndices[]' : The bone indices per vertex | |
F32 | physicalMesh.boneWeights[] |
'physicalMesh.boneWeights[]' : The bone weights per vertex | |
U8 | physicalMesh.optimizationData[] |
'physicalMesh.optimizationData[]' : Per Vertex Number of boneweights > 0, bool if it has negative collision distance | |
Bool | physicalMesh.hasNegativeBackstop |
'physicalMesh.hasNegativeBackstop' : True if at least 1 has negative collision distance | |
Bool | physicalMesh.isClosed |
'physicalMesh.isClosed' : True if all edges have two adjacent triangles | |
U32 | physicalMesh.indices[] |
'physicalMesh.indices[]' : The index buffer | |
F32 | physicalMesh.maximumMaxDistance |
'physicalMesh.maximumMaxDistance' : The maximum max-distance value for all the vertices. | |
U32 | physicalMesh.physicalMeshSorting |
'physicalMesh.physicalMeshSorting' : Physical mesh sorting | |
F32 | physicalMesh.shortestEdgeLength |
'physicalMesh.shortestEdgeLength' : Mesh statistic, only needed for debug rendering. | |
F32 | physicalMesh.averageEdgeLength |
'physicalMesh.averageEdgeLength' : Mesh statistic, useful for selecting the thickness of the mesh-mesh skinning. | |
Bool | physicalMesh.isTetrahedralMesh |
'physicalMesh.isTetrahedralMesh' : Are we storing triangles or tetrahedrons in this mesh. | |
Bool | physicalMesh.flipNormals |
'physicalMesh.flipNormals' : True when the model has been transformed to left-handed space. | |
U32 | submeshes[].numIndices |
'submeshes[].numIndices' : Size of the index buffer | |
U32 | submeshes[].numVertices |
'submeshes[].numVertices' : Size of the vertex buffers | |
U32 | submeshes[].numMaxDistance0Vertices |
'submeshes[].numMaxDistance0Vertices' : Number of vertices that have max distance set to 0 in this submesh. | |
U32 | physicalLods[].costWithoutIterations |
'physicalLods[].costWithoutIterations' : costs are numVertices * numSolverIterations. This is numVertices | |
U32 | physicalLods[].submeshId |
'physicalLods[].submeshId' : Index of the Submesh that belongs to this LoD. | |
F32 | physicalLods[].solverIterationScale |
'physicalLods[].solverIterationScale' : Take only a fraction of the Mesh's solver iterations for this LoD. | |
F32 | physicalLods[].maxDistanceReduction |
'physicalLods[].maxDistanceReduction' : The amount of maxDistance that gets subtracted when this LoD is active. | |
Vec3 | transitionUpB[].vtxTetraBary |
'transitionUpB[].vtxTetraBary' : The barycentric coordinate into the implicit tetrahedron. | |
U32 | transitionUpB[].vertexIndexPlusOffset |
'transitionUpB[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index). | |
Vec3 | transitionUpB[].nrmTetraBary |
'transitionUpB[].nrmTetraBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again. | |
U32 | transitionUpB[].faceIndex0 |
'transitionUpB[].faceIndex0' : First index of the 3 consecutive indices making the physical triangle. | |
U32 | transitionUpB[].tetraIndex |
'transitionUpB[].tetraIndex' : Selects which of the 6 implicit tetrahedrons is used for the mapping. | |
U32 | transitionUpB[].submeshIndex |
'transitionUpB[].submeshIndex' : Index into which Physical Submesh/LoD this element of the mapping belongs to. | |
Vec3 | transitionUp[].vertexBary |
'transitionUp[].vertexBary' : The barycentric coordinate into the triangle. | |
U32 | transitionUp[].vertexIndex0 |
'transitionUp[].vertexIndex0' : Vertex index of the physics triangle. | |
Vec3 | transitionUp[].normalBary |
'transitionUp[].normalBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again. | |
U32 | transitionUp[].vertexIndex1 |
'transitionUp[].vertexIndex1' : Vertex index of the physics triangle. | |
Vec3 | transitionUp[].tangentBary |
'transitionUp[].tangentBary' : The barycentric coordinate of (position+tangent). When position is subtracted this will result in the tangent again. | |
U32 | transitionUp[].vertexIndex2 |
'transitionUp[].vertexIndex2' : Vertex index of the physics triangle. | |
U32 | transitionUp[].vertexIndexPlusOffset |
'transitionUp[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index). | |
F32 | transitionUpThickness |
'transitionUpThickness' : The thickness of the transition map | |
F32 | transitionUpOffset |
'transitionUpOffset' : The normal offset of the transition map | |
Vec3 | transitionDownB[].vtxTetraBary |
'transitionDownB[].vtxTetraBary' : The barycentric coordinate into the implicit tetrahedron. | |
U32 | transitionDownB[].vertexIndexPlusOffset |
'transitionDownB[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index). | |
Vec3 | transitionDownB[].nrmTetraBary |
'transitionDownB[].nrmTetraBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again. | |
U32 | transitionDownB[].faceIndex0 |
'transitionDownB[].faceIndex0' : First index of the 3 consecutive indices making the physical triangle. | |
U32 | transitionDownB[].tetraIndex |
'transitionDownB[].tetraIndex' : Selects which of the 6 implicit tetrahedrons is used for the mapping. | |
U32 | transitionDownB[].submeshIndex |
'transitionDownB[].submeshIndex' : Index into which Physical Submesh/LoD this element of the mapping belongs to. | |
Vec3 | transitionDown[].vertexBary |
'transitionDown[].vertexBary' : The barycentric coordinate into the triangle. | |
U32 | transitionDown[].vertexIndex0 |
'transitionDown[].vertexIndex0' : Vertex index of the physics triangle. | |
Vec3 | transitionDown[].normalBary |
'transitionDown[].normalBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again. | |
U32 | transitionDown[].vertexIndex1 |
'transitionDown[].vertexIndex1' : Vertex index of the physics triangle. | |
Vec3 | transitionDown[].tangentBary |
'transitionDown[].tangentBary' : The barycentric coordinate of (position+tangent). When position is subtracted this will result in the tangent again. | |
U32 | transitionDown[].vertexIndex2 |
'transitionDown[].vertexIndex2' : Vertex index of the physics triangle. | |
U32 | transitionDown[].vertexIndexPlusOffset |
'transitionDown[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index). | |
F32 | transitionDownThickness |
'transitionDownThickness' : The thickness of the transition map | |
F32 | transitionDownOffset |
'transitionDownOffset' : The normal offset of the transition map | |
U32 | referenceCount |
'referenceCount' : Only used internally, do not modify |
Describes the NxParameterized::Interface for 'ClothingPhysicalMeshParameters' :
ClothingPhysicalMeshParameters contains 73 fully qualified names --------------------------------------------- 1 : U32 physicalMesh.numVertices 2 : U32 physicalMesh.numIndices 3 : U32 physicalMesh.numBonesPerVertex 4 : ArraySizeName vertices 5 : Vec3 physicalMesh.vertices[] 6 : ArraySizeName normals 7 : Vec3 physicalMesh.normals[] 8 : ArraySizeName skinningNormals 9 : Vec3 physicalMesh.skinningNormals[] 10 : ArraySizeName constrainCoefficients 11 : F32 physicalMesh.constrainCoefficients[].maxDistance 12 : F32 physicalMesh.constrainCoefficients[].collisionSphereRadius 13 : F32 physicalMesh.constrainCoefficients[].collisionSphereDistance 14 : ArraySizeName boneIndices 15 : U16 physicalMesh.boneIndices[] 16 : ArraySizeName boneWeights 17 : F32 physicalMesh.boneWeights[] 18 : ArraySizeName optimizationData 19 : U8 physicalMesh.optimizationData[] 20 : Bool physicalMesh.hasNegativeBackstop 21 : Bool physicalMesh.isClosed 22 : ArraySizeName indices 23 : U32 physicalMesh.indices[] 24 : F32 physicalMesh.maximumMaxDistance 25 : U32 physicalMesh.physicalMeshSorting 26 : F32 physicalMesh.shortestEdgeLength 27 : F32 physicalMesh.averageEdgeLength 28 : Bool physicalMesh.isTetrahedralMesh 29 : Bool physicalMesh.flipNormals 30 : ArraySizeName submeshes 31 : U32 submeshes[].numIndices 32 : U32 submeshes[].numVertices 33 : U32 submeshes[].numMaxDistance0Vertices 34 : ArraySizeName physicalLods 35 : U32 physicalLods[].costWithoutIterations 36 : U32 physicalLods[].submeshId 37 : F32 physicalLods[].solverIterationScale 38 : F32 physicalLods[].maxDistanceReduction 39 : ArraySizeName transitionUpB 40 : Vec3 transitionUpB[].vtxTetraBary 41 : U32 transitionUpB[].vertexIndexPlusOffset 42 : Vec3 transitionUpB[].nrmTetraBary 43 : U32 transitionUpB[].faceIndex0 44 : U32 transitionUpB[].tetraIndex 45 : U32 transitionUpB[].submeshIndex 46 : ArraySizeName transitionUp 47 : Vec3 transitionUp[].vertexBary 48 : U32 transitionUp[].vertexIndex0 49 : Vec3 transitionUp[].normalBary 50 : U32 transitionUp[].vertexIndex1 51 : Vec3 transitionUp[].tangentBary 52 : U32 transitionUp[].vertexIndex2 53 : U32 transitionUp[].vertexIndexPlusOffset 54 : F32 transitionUpThickness 55 : F32 transitionUpOffset 56 : ArraySizeName transitionDownB 57 : Vec3 transitionDownB[].vtxTetraBary 58 : U32 transitionDownB[].vertexIndexPlusOffset 59 : Vec3 transitionDownB[].nrmTetraBary 60 : U32 transitionDownB[].faceIndex0 61 : U32 transitionDownB[].tetraIndex 62 : U32 transitionDownB[].submeshIndex 63 : ArraySizeName transitionDown 64 : Vec3 transitionDown[].vertexBary 65 : U32 transitionDown[].vertexIndex0 66 : Vec3 transitionDown[].normalBary 67 : U32 transitionDown[].vertexIndex1 68 : Vec3 transitionDown[].tangentBary 69 : U32 transitionDown[].vertexIndex2 70 : U32 transitionDown[].vertexIndexPlusOffset 71 : F32 transitionDownThickness 72 : F32 transitionDownOffset 73 : U32 referenceCount
'physicalLods[].costWithoutIterations' : costs are numVertices * numSolverIterations. This is numVertices
'physicalLods[].maxDistanceReduction' : The amount of maxDistance that gets subtracted when this LoD is active.
'physicalLods[].solverIterationScale' : Take only a fraction of the Mesh's solver iterations for this LoD.
'physicalLods[].submeshId' : Index of the Submesh that belongs to this LoD.
'physicalMesh.averageEdgeLength' : Mesh statistic, useful for selecting the thickness of the mesh-mesh skinning.
'physicalMesh.boneIndices[]' : The bone indices per vertex
Note: contains numVertices * numBonesPerVertex elements.
'physicalMesh.boneWeights[]' : The bone weights per vertex
Note: contains numVertices * numBonesPerVertex elements.
'physicalMesh.constrainCoefficients[].collisionSphereDistance' : Distance of the Backstop collision sphere.
'physicalMesh.constrainCoefficients[].collisionSphereRadius' : Size of the Backstop collision sphere.
'physicalMesh.constrainCoefficients[].maxDistance' : Maximum distance this vertex is allowed to travel from its skinned position.
'physicalMesh.flipNormals' : True when the model has been transformed to left-handed space.
'physicalMesh.hasNegativeBackstop' : True if at least 1 has negative collision distance
'physicalMesh.indices[]' : The index buffer
'physicalMesh.isClosed' : True if all edges have two adjacent triangles
'physicalMesh.isTetrahedralMesh' : Are we storing triangles or tetrahedrons in this mesh.
'physicalMesh.maximumMaxDistance' : The maximum max-distance value for all the vertices.
This is used to deduct how much a physical LoD can reduce the max distance.
'physicalMesh.normals[]' : Array of normals
These are the normals provided by the user. The mesh-mesh skinning will try to restore them as good as possible throughout simulation. Note, they can differ from the skinningNormals quite drastically.
'physicalMesh.numBonesPerVertex' : Number of bone weights/indices per vertex
'physicalMesh.numIndices' : Number of indices of this mesh
'physicalMesh.numVertices' : Number of vertices of this mesh
'physicalMesh.optimizationData[]' : Per Vertex Number of boneweights > 0, bool if it has negative collision distance
Each byte contains info for 2 vertices. bits 0-3: number of actual bones for that vertex (with boneWeight > 0) bit 4: set if that vertex has a negative backstop bits 5-7: same data for next vertex
'physicalMesh.physicalMeshSorting' : Physical mesh sorting
'physicalMesh.shortestEdgeLength' : Mesh statistic, only needed for debug rendering.
'physicalMesh.skinningNormals[]' : Array of skinning normals
These are the normals of the original mesh. They reflect what should come out of physics but the output can be distorted because parts of the simulation mesh are turned off, resulting in wrong normal computation. They are needed for the flags.CorrectSimulationNormals actorflag.
'physicalMesh.vertices[]' : Array of vertices
'referenceCount' : Only used internally, do not modify
'submeshes[].numIndices' : Size of the index buffer
This is only a part of the mesh where all max distances exceed a certain value.
'submeshes[].numMaxDistance0Vertices' : Number of vertices that have max distance set to 0 in this submesh.
'submeshes[].numVertices' : Size of the vertex buffers
This is only a part of the mesh where all max distances exceed a certain value.
'transitionDown[].normalBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.
'transitionDown[].tangentBary' : The barycentric coordinate of (position+tangent). When position is subtracted this will result in the tangent again.
'transitionDown[].vertexBary' : The barycentric coordinate into the triangle.
'transitionDown[].vertexIndex0' : Vertex index of the physics triangle.
'transitionDown[].vertexIndex1' : Vertex index of the physics triangle.
'transitionDown[].vertexIndex2' : Vertex index of the physics triangle.
'transitionDown[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index).
'transitionDownB[].faceIndex0' : First index of the 3 consecutive indices making the physical triangle.
'transitionDownB[].nrmTetraBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.
'transitionDownB[].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.
'transitionDownB[].tetraIndex' : Selects which of the 6 implicit tetrahedrons is used for the mapping.
'transitionDownB[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index).
'transitionDownB[].vtxTetraBary' : The barycentric coordinate into the implicit tetrahedron.
'transitionDownOffset' : The normal offset of the transition map
'transitionDownThickness' : The thickness of the transition map
'transitionUp[].normalBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.
'transitionUp[].tangentBary' : The barycentric coordinate of (position+tangent). When position is subtracted this will result in the tangent again.
'transitionUp[].vertexBary' : The barycentric coordinate into the triangle.
'transitionUp[].vertexIndex0' : Vertex index of the physics triangle.
'transitionUp[].vertexIndex1' : Vertex index of the physics triangle.
'transitionUp[].vertexIndex2' : Vertex index of the physics triangle.
'transitionUp[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index).
'transitionUpB[].faceIndex0' : First index of the 3 consecutive indices making the physical triangle.
'transitionUpB[].nrmTetraBary' : The barycentric coordinate of (vertex+normal). When vertex is subtracted this will result in the normal again.
'transitionUpB[].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.
'transitionUpB[].tetraIndex' : Selects which of the 6 implicit tetrahedrons is used for the mapping.
'transitionUpB[].vertexIndexPlusOffset' : The vertex index in the graphical mesh (the target index).
'transitionUpB[].vtxTetraBary' : The barycentric coordinate into the implicit tetrahedron.
'transitionUpOffset' : The normal offset of the transition map
'transitionUpThickness' : The thickness of the transition map