Describes the NxParameterized::Interface for 'ClothingPreviewParam' : More...
#include <params.h>
Public Attributes | |
Mat44 | globalPose |
'globalPose' : The pose where the clothing asset will be put into the scene | |
Bool | fallbackSkinning |
'fallbackSkinning' : Performs skinning in software | |
Bool | useInternalBoneOrder |
'useInternalBoneOrder' : Expect internally ordered bone arrays in updateState call. | |
Bool | updateStateWithGlobalMatrices |
'updateStateWithGlobalMatrices' : Use world space matrices instead of composite (relative to bind pose) in NxClothingActor::updateState(). | |
U64 | userData |
'userData' : Optional user data pointer associated with the clothing actor | |
Mat44 | boneMatrices[] |
'boneMatrices[]' : An Array of matrices with the full transform for each bone |
Describes the NxParameterized::Interface for 'ClothingPreviewParam' :
ClothingPreviewParam contains 7 fully qualified names --------------------------------------------- 1 : Mat44 globalPose 2 : Bool fallbackSkinning 3 : Bool useInternalBoneOrder 4 : Bool updateStateWithGlobalMatrices 5 : U64 userData 6 : ArraySizeName boneMatrices 7 : Mat44 boneMatrices[]
'boneMatrices[]' : An Array of matrices with the full transform for each bone
These matrices are sometimes referred to as composite matrices. They are the multiplication of the current world space bone pose with the inverse bind pose in world space. Note: If 'updateStateWithGlobalMatrices' is set to true, these must be global poses instead.
'fallbackSkinning' : Performs skinning in software
Performs the regular boneweighted skinning on the CPU before giving the data out through the rendering API.
'globalPose' : The pose where the clothing asset will be put into the scene
'updateStateWithGlobalMatrices' : Use world space matrices instead of composite (relative to bind pose) in NxClothingActor::updateState().
Depending on what matrices are present, the state can be updated using global world or object space bone matrices or composite matrices. The composite matrix can be generated by multiplying the world or object space matrix by the inverse bone bine pose. Note: If there are problems which might be caused by bind poses being different in the ClothingAsset and in the game's animation system, changing this to true (and thus providing global pose matrices) might fix the problem.
'useInternalBoneOrder' : Expect internally ordered bone arrays in updateState call.
If this is set to true the bone buffers in updateState and the actor descriptor have to be given in the same order as the bones are stored internally in the asset. This can be queried using NxClothingAsset::getNumUsedBones and NxClothingAsset::getBoneName or NxClothingAsset::getBoneMapping. If this is set to false, the bone buffers can be provided in the order as they are stored in the application. This is either the bone order at authoring time, or NxClothingAsset::remapBoneIndex can be called for each bone to let APEX know about the current ordering in the game. Note that this is only recommended if the application already uses physx::PxMat44 (or something binary equivalent) and does not have to convert the matrices.
'userData' : Optional user data pointer associated with the clothing actor