Describes the NxParameterized::Interface for 'ClothingModuleParameters' : This class is used for initializing the NxModuleClothing. More...
#include <params.h>
Public Attributes | |
U32 | maxNumCompartments |
'maxNumCompartments' : Maximum number of compartments to distribute the cloths and softbodies of the same type. Works only with PhysX 2.8.4 | |
U32 | maxUnusedPhysXResources |
'maxUnusedPhysXResources' : Maximum number of NxCloth/NxSoftBody instances that are not used. | |
Bool | allowAsyncCooking |
'allowAsyncCooking' : ClothingActors will cook in a background thread to speed up creation time. | |
Bool | asyncFetchResults |
'asyncFetchResults' : Let fetch results tasks run longer than the fetchResults call, they will block at the next updateRenderResource call. | |
U32 | avgSimFrequencyWindow |
'avgSimFrequencyWindow' : Average Simulation Frequency is estimated with the last n frames | |
Bool | allowApexWorkBetweenSubsteps |
'allowApexWorkBetweenSubsteps' : Allow APEX SDK to interpolate clothing matrices between the substeps. | |
F32 | interCollisionDistance |
'interCollisionDistance' : Experimental. Radius of the collision between different clothing actors. (3.x solver mode) | |
F32 | interCollisionStiffness |
'interCollisionStiffness' : Experimental. Stiffness of the collision between different clothing actors. (3.x solver mode) | |
U32 | interCollisionIterations |
'interCollisionIterations' : Experimental. Number of Iterations for the collision between different clothing actors. (3.x solver mode) | |
Bool | sparseSelfCollision |
'sparseSelfCollision' : Experimental. Only use a subset of particles for self-collision. (3.x solver mode) | |
U32 | maxTimeRenderProxyInPool |
'maxTimeRenderProxyInPool' : Maximum number of frames a RenderProxy object can stay the object pool before the memory is released |
Detailed Description
Describes the NxParameterized::Interface for 'ClothingModuleParameters' : This class is used for initializing the NxModuleClothing.
ClothingModuleParameters contains 11 fully qualified names --------------------------------------------- 1 : U32 maxNumCompartments 2 : U32 maxUnusedPhysXResources 3 : Bool allowAsyncCooking 4 : Bool asyncFetchResults 5 : U32 avgSimFrequencyWindow 6 : Bool allowApexWorkBetweenSubsteps 7 : F32 interCollisionDistance 8 : F32 interCollisionStiffness 9 : U32 interCollisionIterations 10 : Bool sparseSelfCollision 11 : U32 maxTimeRenderProxyInPool
Member Data Documentation
'allowApexWorkBetweenSubsteps' : Allow APEX SDK to interpolate clothing matrices between the substeps.
The clothing module can interpolate matrices between substeps. However, for this APEX needs to call simulate/fetchResults several times per frame. This causes problems if physX particles are handled by the application in the same scene. The application needs to be able to read particle buffers with deletion IDs after each fetchResults, which is not possible in that case. Use allowApexWorkBetweenSubsteps to enable matrix interpolation between substeps.
'allowAsyncCooking' : ClothingActors will cook in a background thread to speed up creation time.
This can be turned off if unexpected bugs/crashes occur.
'asyncFetchResults' : Let fetch results tasks run longer than the fetchResults call, they will block at the next updateRenderResource call.
Note that ApexPostTickTime from the scene stats will not be correct if true. Caution: Do not set this to false when simulate and/or fetchResults is called from a PxTask. fetchResults can block and wait for other tasks in this case, which can cause a deadlock if the dispatcher is using only 1 workerthread.
'avgSimFrequencyWindow' : Average Simulation Frequency is estimated with the last n frames
'interCollisionDistance' : Experimental. Radius of the collision between different clothing actors. (3.x solver mode)
Experimental. Set the radius to 0.0 to disable inter-collision.
'interCollisionIterations' : Experimental. Number of Iterations for the collision between different clothing actors. (3.x solver mode)
'interCollisionStiffness' : Experimental. Stiffness of the collision between different clothing actors. (3.x solver mode)
'maxNumCompartments' : Maximum number of compartments to distribute the cloths and softbodies of the same type. Works only with PhysX 2.8.4
To parallelize work hw cloth, sw cloth, hw softbodies and sw softbodies are distributed into different compartments. For each type maximally maxNumCompartments compartments are created in a scene.
'maxTimeRenderProxyInPool' : Maximum number of frames a RenderProxy object can stay the object pool before the memory is released
'maxUnusedPhysXResources' : Maximum number of NxCloth/NxSoftBody instances that are not used.
Not used instances are generated when NxClothingActors are released or their benefit is not high enough to allow simulation. Then they will return the NxCloth/NxSoftBody and the list of NxActors to their asset where it will be cached until another NxClothingActor needs them.
'sparseSelfCollision' : Experimental. Only use a subset of particles for self-collision. (3.x solver mode)
Experimental. The particle subset is part of the cooked data and depends on the assets selfCollision radius.
The documentation for this struct was generated from the following file:
Generated on Fri Dec 15 2017 13:59:11
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