Open 3D Engine NvCloth Gem API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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#include <Types.h>
Classes | |
struct | InternalCookedData |
Mirrored structure with processed data as nv::cloth::CookedData in NvCloth library. | |
Public Member Functions | |
AZ_TYPE_INFO (FabricCookedData, "{3C92D56C-BFC1-40F0-AF26-9A872535C552}") | |
Public Attributes | |
FabricId | m_id |
Fabric unique identifier. | |
AZStd::vector< SimParticleFormat > | m_particles |
List of particles (positions and inverse masses) used to cook the fabric. | |
AZStd::vector< SimIndexType > | m_indices |
List of triangles' indices used to cook the fabric. | |
AZ::Vector3 | m_gravity |
Gravity value used to cook the fabric. | |
bool | m_useGeodesicTether |
InternalCookedData | m_internalData |
Structure with all the data of a fabric.
The fabric is a template from which cloths are created from, it contains all the necessary information (triangles, particles, movement constraints, etc.) to create a cloth. Use IFabricCooker interface in order to generate fabric cooked data.
bool NvCloth::FabricCookedData::m_useGeodesicTether |
Whether geodesic distance was used to cook the fabric data. NvCloth will use vertex distance or geodesic distance (using triangle adjacencies) when calculating tether constraints. Using geodesic distance is more expensive during the cooking process, but it results in a more realistic cloth behavior when applying tether constraints.