Jolt Physics
A multi core friendly Game Physics Engine
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Hair::DrawSettings Struct Reference

#include <Hair.h>

Public Attributes

uint mSimulationStrandBegin = 0
 This specifies the range of simulation strands to draw, when drawing render strands we only draw the strands that belong to these simulation strands.
 
uint mSimulationStrandEnd = UINT_MAX
 
bool mDrawRods = true
 Draws the simulated rods.
 
bool mDrawUnloadedRods = false
 Draw rods in their unloaded pose. This pose is obtained by removing gravity influence from the modeled pose.
 
bool mDrawVertexVelocity = false
 Draws the velocity at each simulated vertex as an arrow.
 
bool mDrawAngularVelocity = false
 Draws the angular velocity at each simulated vertex as an arrow.
 
bool mDrawOrientations = false
 Draws a coordinate space for each simulated vertex.
 
bool mDrawNeutralDensity = false
 Draws grid density of the hair in its neutral pose.
 
bool mDrawGridDensity = false
 Draws the current grid density of the hair.
 
bool mDrawGridVelocity = false
 Draws the velocity of each grid cell as an arrow.
 
bool mDrawSkinPoints = false
 Draws the skinning points on the scalp.
 
bool mDrawRenderStrands = false
 Draws the render strands (slow, for debugging purposes!)
 
bool mDrawInitialGravity = true
 Draws the configured initial gravity vector used to calculate the unloaded vertex positions.
 
ERenderStrandColor mRenderStrandColor = ERenderStrandColor::PerSimulatedStrand
 Color for each strand.
 

Member Data Documentation

◆ mDrawAngularVelocity

bool Hair::DrawSettings::mDrawAngularVelocity = false

Draws the angular velocity at each simulated vertex as an arrow.

◆ mDrawGridDensity

bool Hair::DrawSettings::mDrawGridDensity = false

Draws the current grid density of the hair.

◆ mDrawGridVelocity

bool Hair::DrawSettings::mDrawGridVelocity = false

Draws the velocity of each grid cell as an arrow.

◆ mDrawInitialGravity

bool Hair::DrawSettings::mDrawInitialGravity = true

Draws the configured initial gravity vector used to calculate the unloaded vertex positions.

◆ mDrawNeutralDensity

bool Hair::DrawSettings::mDrawNeutralDensity = false

Draws grid density of the hair in its neutral pose.

◆ mDrawOrientations

bool Hair::DrawSettings::mDrawOrientations = false

Draws a coordinate space for each simulated vertex.

◆ mDrawRenderStrands

bool Hair::DrawSettings::mDrawRenderStrands = false

Draws the render strands (slow, for debugging purposes!)

◆ mDrawRods

bool Hair::DrawSettings::mDrawRods = true

Draws the simulated rods.

◆ mDrawSkinPoints

bool Hair::DrawSettings::mDrawSkinPoints = false

Draws the skinning points on the scalp.

◆ mDrawUnloadedRods

bool Hair::DrawSettings::mDrawUnloadedRods = false

Draw rods in their unloaded pose. This pose is obtained by removing gravity influence from the modeled pose.

◆ mDrawVertexVelocity

bool Hair::DrawSettings::mDrawVertexVelocity = false

Draws the velocity at each simulated vertex as an arrow.

◆ mRenderStrandColor

ERenderStrandColor Hair::DrawSettings::mRenderStrandColor = ERenderStrandColor::PerSimulatedStrand

Color for each strand.

◆ mSimulationStrandBegin

uint Hair::DrawSettings::mSimulationStrandBegin = 0

This specifies the range of simulation strands to draw, when drawing render strands we only draw the strands that belong to these simulation strands.

◆ mSimulationStrandEnd

uint Hair::DrawSettings::mSimulationStrandEnd = UINT_MAX

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