Open 3D Engine NvCloth Gem API Reference  24.09
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NvCloth::FabricCookedData Struct Reference

#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
 

Detailed Description

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.

Member Data Documentation

◆ m_useGeodesicTether

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.


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