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APEX ForceField Module: File Members
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FORCEFIELD_AUTHORING_TYPE_NAME :
ForceFieldAsset.h
Generated on Fri Dec 15 2017 13:58:31
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Table of contents
NVIDIA APEX Documentation
APEX Framework
APEX Programmers Guide
Introduction
Motivation
The NVIDIA APEX Solution
Definitions
Directory Structure
Version Numbers
Deployment
How to build
Build Configurations
The legacy module
What to ship
Application GUID (Windows only)
Assets and Actors
Authorable Objects
Asset Data Flow
Level Editor and Level Loading
Asset Authoring Class
Asset Class
Asset Inclusion
Asset Referencing
Actor Class
Actor Context
Framework Interfaces
Initialization
Loading Modules
Creating Scenes
Using CUDA
Loading Assets
Asset Authoring
Creating an Asset from an Authoring Class
Creating an Authoring from an Asset Class
Loading All Assets at Once
Instantiating Actors
Named Resource Provider
NRP Well Known Namespaces
NSCollisionGroup
NSCollisionGroup128
NSCollisionGroupMask
ApexMaterials
NSPhysicalMaterial
NSCustomVBNames
Namespaces for Asset names
Render Mesh Asset
Render Resources Interface
Renderable Actor Interface
User Implemented Classes
APEX Scene Based Render Resource Updating
Ad-Hoc Render Resource Updating
Example Overview
Materials
Default Material Library Implementation
Asynchronous Simulation Interface
Buffered API
View Matrix and the Projection Matrix
Level of Detail
Scalable Parameters
Ownership of PhysX SDK Objects
Serialization
Asset Preview
Asset Preview Colors
Errors and Warnings
Render Mesh Asset Interfaces
RenderMeshAssetAuthoring Interface
RenderMeshAssetAuthoring::SubmeshDesc
Vertex Buffers
Index Buffers
VertexBuffer Interface
VertexFormat Interface
D3D/OGL CUDA Interop
Requirements
Detailed Explanation
Notes
PhysX Visual Debugger
Introduction
Get PVD
Supported Configurations
Connecting to PVD
Example
Android Notes
Debug Visualization
Introduction
Framework Parameters
Module List
Examples
Debug Rendering Colors
ParamTool
API
APEX Clothing Module
Module Documentation
Introduction
Animation and Simulation
Hybrid Clothing
Cloth Simulation
Run Time
Time stepping
Adaptive Target Frequency
Authoring
Painting Channels
Max Distance
Collision Radius
Collision Distance
Master / Slave (Latch-To-Nearest)
Clothing Types
Immediate Clothing
Skinned Clothing
Simplify Graphics Mesh
Welding
Simplification
Hole Closing
Vertex Selection
Physical Mesh from Iso-Surface
Softbody Mesh
Cloth Mesh
Provide Custom Mesh
Examples
Features
Physical LoD
Adaptive Max Distance
Reducing Solver Iterations
Physical LoD Algorithm
Graphical LoD
Graphical LoD vs Physical LoD
Rendering
Collision with the Character
Collision Volumes
Stored in the Asset
Controlled by the Game Engine
Simulation Cost
Backstop
Simulation Normals
Simulation Normals from Graphical Mesh
Derive Simulation Normals from Bones
Rendering Normals
Recompute Normals at Run Time
Tangent Space
Cloth Behavior
Gravity
Topology of the Simulated Cloth
Solver Settings
Hard Stretch Limitation
Stiffness parameters
Damping
Ortho Bending
Collision Thickness
Self-Collision Thickness
2-Way Interaction
Max-Distance Bias
Debug Visualization
Skinned Positions
Max Distance
Backstop
Collision
Mesh-Mesh Skinning
Physical Mesh
Bones/Animation
Velocities
Per Vertex Skinning Information
Serialization
Parameterized Objects
APEX Streams
Programmers Guide
Introduction
Overview
Classes
Deprecated classes
Runtime Usage
Main Loop
Errors and Warnings
Runtime Interfaces
Initialization
Loading the Clothing Module
Loading Assets
Loading Assets the NRP way
Loading Assets the NvParameterized way
Loading Assets the old way
Instantiating Actors
Clothing Preview
Stepping the Simulation
Updating Actor Benefit for LoD
Distribution of simulation resources
Turning off the automatic LOD
Updating the Animation State
Updating the Max Distance Scale
Remap Bone Indices
Use Internal Bone Order
Frame Delay
Wind
Rendering With Render Proxy
Rendering
Implementing the Render Interface
A simple scenario
Buffered calls & Multithreading
Using Morph Targets (also known as Blend Shapes)
Colliding with the Environment
Authoring Interfaces
Initialization
Graphical Mesh
Physics Mesh
Singlelayer Cloth
Multilayer Clothing Cloth
Softbody
Cloth
Custom Physics Mesh
Creating the Clothing Asset Authoring Object
Binding the Graphical and the Physical Mesh
Adding Information about Bones
Adding Misc Parameters
Scaling at Export
Saving & Loading the Asset
The parameterized way
Progress Listener
Clothing Tool
Getting started
Input Mesh
Select Sub-mesh
Manipulating the View
Paint Graphics Mesh
Sub-mesh Subdivision
Culling
Histogram and multiple physics meshes
Generate collision volumes
Automatic Generation
Inflation
Manual generation
Deformable Parameters
Static Parameters
Flags
Clothing Material
Material Libraries
Materials
Clothing material
Stiffness
Inertia Settings
Misc
Single Layered Clothing
Use Input Mesh
Modify Cloth Mesh
Save/Run
Multilayer Clothing
Step 1) Create an Iso Surface
Step 2) Simplify the Iso Surface
Step 3) Tetrahedralize
Step 4) Start Simulation
Simulation
Actions
Info
Actor Count
PhysX run time Parameters
APEX run time Parameters
Animation
Visualization
Graphical Mesh
Painting
Cloth Mesh
Collision
Iso Mesh
Tetras
Misc
Clipping
Animation
Original Mesh
Apex Mesh
SDK Visualization
APEX PhysX Mesh
APEX PhysX Max Distance
APEX Skeleton
APEX Graphical Mesh
ClothingActorFlags
Shaders
Misc
API
APEX Destruction Module
Destruction Introduction
Getting Started
The Destruction Module
Destructible Assets
Destructible Actors
Actor Serialization and Deserialization
Setting the default PhysX descriptors
Destructible Synchronization
Module-level semantics
Actor-level semantics
Example use-cases
Guidelines and Caveats
Runtime Fracturing
Fracture Patterns
Parameters
Fracture Callbacks
Automatic LOD - Destructible Benefit and Cost Functions
Rendering Considerations
Render Proxy
VTF Rendering
Debug Visualization
Errors and Warnings
Destruction Authoring with PhysXLab
FractureTool
Tessellation
API
APEX Particles Module
Note
Users Guide
APEX Particles Module Users Guide Introduction
Introduction
The new unified Particles module for APEX 1.3
Emitters
IOSes
IOFX
Effect Packages
APEX Emitter Users Guide
Introduction
APEX Emitter Authoring Parameters Overview
Common Parameters
Shape Emitters
Air / Ground Emitters
Air Emitter
Ground Emitter
Weapon/Impact Emitter
APEX Emitter Preview Rendering
APEX Emitter Debug Rendering
APEX Basic IOS Users Guide
Introduction
Example
APEX Basic FS Users Guide
Introduction
Common Field Sampler Properties
Attractor Field Sampler
Jet Field Sampler
Noise Field Sampler
Vortex Field Sampler
Wind Field Sampler
APEX IOFx Users Guide
Introduction
IOFx Modifiers
Example
APEX EffectPackage Users Guide
Introduction
APEX EffectPackage Authoring Parameters Overview
LOD Settings
Screen Space Culling
EffectProperties
EffectPacakge EmitterProperties
The ParticleEffectTool (PET)
PET Output Asset Files
PET Published Binary Output Asset Files
Programmers Guide
APEX Particles Module Programmers Guide Introduction
Introduction
Performance Considerations
PhysX SDK Compatibility
APEX Emitter Programmers Guide
Introduction
Shaped APEX Emitter
Creating the Shaped Emitter
Emitting Particles
Using the Explicit Geometry
Explicit Particle Velocities
Explicit Emitter Pose
Impact Emitter
Ground Emitter
Named Resource Provider Callbacks
Emitter Asset Previews
Shaped Emitter
Impact Emitter
Ground Emitter
Asset Preview Creation
Debug Visualization
Errors and Warnings
APEX Basic IOS Programmers Guide
Introduction
Errors and Warnings
APEX IOFx Programmers Guide
Introduction
IOFX Semantics and Render Layouts
Renderables
Shared Render Buffers & Surfaces
Render Volumes
Render Volumes Use Cases
Simple
Renderable Per Emitter
Lighting Considerations
Special IOFX Renderers
Explicit Culling
Render Volumes At Runtime
Errors and Warnings
APEX EffectPackage Programmers Guide
Introduction
Loading the EffectPackage databases
PET Published Binary Output Asset Files
Creating an Asset based on the pre-registered data in the Particles Module
Creating an EffectPackage Actor
Modifying an EffectPackageActor : EffectPackageActor.h
APEX Particle CUDA Memory Usage
APEX Particle Integration Guide
Introduction
CUDA Context Manager
Second Effects Scene
Stepping the effects scene
Mirroring shapes to the effects scene
Fully asynchronous effects scene
Examples
Basic IOS Example
Introduction
IOFx Example
Introduction
API
APEX Turbulence Module
Turbulence Introduction
Note
Turbulence Assets
Turbulence Actors
Interaction with PhysX Shapes
Controlling the effect of PhysX Shapes
Definition of BasicFS
BasicFS Asset
Variables for affecting the shape of basic field samplers in a grid
Variables for affecting the shape of the Turbulence shape outside the grid
Variables for direction and strength
Field Variation Details
LOD Support
Turbulence Thermodynamics
How to Use
Heat Sources
Creating the Heat Source
Heat sources can be manipulated by
Extra Parameters
Debug Visualization
Visualizing Velocity Fields
Velocity Vectors
Stream Lines
Temperature
Plane
Miscellaneous Features
Implicit Collision Transforms
Add a Single Direction Velocity to a Grid
Accessing Field Data as Render Surfaces
Errors and Warnings
API
APEX ForceField Module
Force Field Introduction
ForceField Assets
ForceField Actors
Interaction with PhysX Shapes
Parameters
Lifetime
Strength
Spacial Falloff
Falloff Types
Include Shapes
Noise
Force Field Types
Spherical Force Field
Debug Visualization
Errors and Warnings
API
APEX 1.3 to 1.4 Migration Guide
General
Supported PhysX versions
General public interface changes
Removed modules
Legacy module
Rendering interface changes
Platforms support
Samples and snippets
NVIDIA Copyright Notice
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