Maps from a triangle of the simulated mesh to a vertex of the rendered mesh. The barycentric coordinates describe the position of a point in space relative to a simulated triangle. The actual z-coordinate is computed by bary.z = 1 - bary.x - bary.y. The z part of the vector contains the height of the skinned vertex along the normal of the simulated triangle. More...
#include <ClothingAsset.h>
Public Attributes | |
PxVec3 | positionBary |
Barycentric coordinates of the graphical vertex relative to the simulated triangle. | |
uint32_t | vertexIndex0 |
First vertex of the simulated triangle. | |
PxVec3 | normalBary |
Barycentric coordinates of a point that represents the normal. The actual normal can be extracted by subtracting the skinned position from this point. | |
uint32_t | vertexIndex1 |
Second vertex of the simulated triangle. | |
PxVec3 | tangentBary |
Barycentric coordinates of a point that represents the tangent. The actual tangent can be extracted by subtracting the skinned position from this point. | |
uint32_t | vertexIndex2 |
Third vertex of the simulated triangle. |
Detailed Description
Maps from a triangle of the simulated mesh to a vertex of the rendered mesh. The barycentric coordinates describe the position of a point in space relative to a simulated triangle. The actual z-coordinate is computed by bary.z = 1 - bary.x - bary.y. The z part of the vector contains the height of the skinned vertex along the normal of the simulated triangle.
So, the following computes the new skinned position:
uint32_t i0 = map[mapId].vertexIndex0; uint32_t i1 = map[mapId].vertexIndex1; uint32_t i2 = map[mapId].vertexIndex2;
PxVec3 bary = map[mapId].positionBary; float heightOffset = bary.z * actorScale; bary.z = (1 - bary.x - bary.y);
PxVec3 posOnTriangle = physPositions[i0] * bary.x + physPositions[i1] * bary.y + physPositions[i2] * bary.z;
offsetFromTriangle = (physNormals[i0] * bary.x + physNormals[i1] * bary.y + physNormals[i2] * bary.z) heightOffset;
skinnedPos = posOnTriangle + offsetFromTriangle;
Member Data Documentation
Barycentric coordinates of a point that represents the normal. The actual normal can be extracted by subtracting the skinned position from this point.
- Note:
- PX_MAX_F32 values represent invalid coordinates.
Barycentric coordinates of the graphical vertex relative to the simulated triangle.
- Note:
- PX_MAX_F32 values represent invalid coordinates.
Barycentric coordinates of a point that represents the tangent. The actual tangent can be extracted by subtracting the skinned position from this point.
- Note:
- PX_MAX_F32 values represent invalid coordinates.
The documentation for this struct was generated from the following file:
Generated on Fri Dec 15 2017 13:58:20
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