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bool | LoadHairData (FILE *ioObject) |
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bool | GenerateFollowHairs (int numFollowHairsPerGuideHair=0, float tipSeparationFactor=0, float maxRadiusAroundGuideHair=0) |
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bool | ProcessAsset () |
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void | GetBonesNames (FILE *ioObject, std::vector< std::string > &boneNames) |
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bool | LoadBoneData (FILE *ioObject, std::vector< int32_t > skeletonBoneIndices) |
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bool | LoadCombinedHairData (AZ::Data::AssetDataStream *stream) |
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bool | LoadHairData (AZ::Data::AssetDataStream *stream) |
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void | GetBonesNames (AZ::Data::AssetDataStream *stream, std::vector< std::string > &boneNames) |
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bool | LoadBoneData (AZ::Data::AssetDataStream *stream) |
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AMD::uint32 | GetNumHairSegments () |
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AMD::uint32 | GetNumHairTriangleIndices () |
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AMD::uint32 | GetNumHairLineIndices () |
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bool | GenerateLocaltoGlobalHairBoneIndexLookup (const BoneNameToIndexMap &globalBoneIndexMap, LocalToGlobalBoneIndexLookup &outLookup) |
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bool | GenerateLocaltoGlobalCollisionBoneIndexLookup (const BoneNameToIndexMap &globalBoneIndexMap, LocalToGlobalBoneIndexLookup &outLookup) |
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std::vector< Vector3 > | m_positions |
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std::vector< AMD::float2 > | m_strandUV |
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std::vector< AMD::float4 > | m_tangents |
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std::vector< Vector3 > | m_followRootOffsets |
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std::vector< AMD::int32 > | m_strandTypes |
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std::vector< AMD::real32 > | m_thicknessCoeffs |
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std::vector< AMD::real32 > | m_restLengths |
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std::vector< AMD::int32 > | m_triangleIndices |
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std::vector< TressFXBoneSkinningData > | m_boneSkinningData |
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std::vector< std::string > | m_boneNames |
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AMD::int32 | m_numTotalStrands |
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AMD::int32 | m_numTotalVertices |
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AMD::int32 | m_numVerticesPerStrand |
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AMD::int32 | m_numGuideStrands |
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AMD::int32 | m_numGuideVertices |
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AMD::int32 | m_numFollowStrandsPerGuide |
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std::unique_ptr< TressFXCollisionMesh > | m_collisionMesh |
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◆ GetBonesNames()
void AMD::TressFXAsset::GetBonesNames |
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FILE * |
ioObject, |
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std::vector< std::string > & |
boneNames |
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) |
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Given the *.tfxbon file that contains bones hair skinning data, this method returns the used bones names array of the current hair object so it can be matched with the skeleton bones names to get the indices in the global skeleton array.
◆ LoadBoneData()
bool AMD::TressFXAsset::LoadBoneData |
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FILE * |
ioObject, |
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std::vector< int32_t > |
skeletonBoneIndices |
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) |
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Given the bones hair skinning data file and the pairing local indices to skeleton indices array, this method convert all bones indices per vertex and creates the skinning data array.
The documentation for this class was generated from the following file:
- Gems/AtomTressFX/External/Code/src/TressFX/TressFXAsset.h