APEX NvParameterized Schemas: ClothingPreviewParam Struct Reference

NVIDIA APEX

ClothingPreviewParam Struct Reference

Describes the NxParameterized::Interface for 'ClothingPreviewParam' : More...

#include <params.h>

List of all members.

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

Detailed Description

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[]                 

Member Data Documentation

'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


The documentation for this struct was generated from the following file:

Generated on Fri Dec 15 2017 13:59:11

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