Jolt Physics
A multi core friendly Game Physics Engine
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A constraint that skins a vertex to joints and limits the distance that the simulated vertex can travel from this vertex. More...
#include <SoftBodySharedSettings.h>
Public Member Functions | |
Skinned ()=default | |
Constructor. | |
Skinned (uint32 inVertex, float inMaxDistance, float inBackStopDistance, float inBackStopRadius) | |
void | NormalizeWeights () |
Normalize the weights so that they add up to 1. | |
Public Attributes | |
uint32 | mVertex = 0 |
Index in mVertices which indicates which vertex is being skinned. | |
SkinWeight | mWeights [4] |
Skin weights, the bind pose of the vertex is assumed to be stored in Vertex::mPosition. The first weight that is zero indicates the end of the list. Weights should add up to 1. | |
float | mMaxDistance = FLT_MAX |
Maximum distance that this vertex can reach from the skinned vertex, disabled when FLT_MAX. 0 when you want to hard skin the vertex to the skinned vertex. | |
float | mBackStopDistance = FLT_MAX |
Disabled if mBackStopDistance >= mMaxDistance. The faces surrounding mVertex determine an average normal. mBackStopDistance behind the vertex in the opposite direction of this normal, the back stop sphere starts. The simulated vertex will be pushed out of this sphere and it can be used to approximate the volume of she skinned mesh behind the skinned vertex. | |
float | mBackStopRadius = 40.0f |
Radius of the backstop sphere. By default this is a fairly large radius so the sphere approximates a plane. | |
uint32 | mNormalInfo = 0 |
Information needed to calculate the normal of this vertex, lowest 24 bit is start index in mSkinnedConstraintNormals, highest 8 bit is number of faces (generated by CalculateSkinnedConstraintNormals()) | |
A constraint that skins a vertex to joints and limits the distance that the simulated vertex can travel from this vertex.
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default |
Constructor.
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inline |
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inline |
Normalize the weights so that they add up to 1.
Disabled if mBackStopDistance >= mMaxDistance. The faces surrounding mVertex determine an average normal. mBackStopDistance behind the vertex in the opposite direction of this normal, the back stop sphere starts. The simulated vertex will be pushed out of this sphere and it can be used to approximate the volume of she skinned mesh behind the skinned vertex.
float SoftBodySharedSettings::Skinned::mBackStopRadius = 40.0f |
Radius of the backstop sphere. By default this is a fairly large radius so the sphere approximates a plane.
Maximum distance that this vertex can reach from the skinned vertex, disabled when FLT_MAX. 0 when you want to hard skin the vertex to the skinned vertex.
uint32 SoftBodySharedSettings::Skinned::mNormalInfo = 0 |
Information needed to calculate the normal of this vertex, lowest 24 bit is start index in mSkinnedConstraintNormals, highest 8 bit is number of faces (generated by CalculateSkinnedConstraintNormals())
uint32 SoftBodySharedSettings::Skinned::mVertex = 0 |
Index in mVertices which indicates which vertex is being skinned.
SkinWeight SoftBodySharedSettings::Skinned::mWeights[4] |
Skin weights, the bind pose of the vertex is assumed to be stored in Vertex::mPosition. The first weight that is zero indicates the end of the list. Weights should add up to 1.