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Jolt Physics
A multi core friendly Game Physics Engine
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#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. | |
| bool Hair::DrawSettings::mDrawAngularVelocity = false |
Draws the angular velocity at each simulated vertex as an arrow.
| bool Hair::DrawSettings::mDrawGridDensity = false |
Draws the current grid density of the hair.
| bool Hair::DrawSettings::mDrawGridVelocity = false |
Draws the velocity of each grid cell as an arrow.
| bool Hair::DrawSettings::mDrawInitialGravity = true |
Draws the configured initial gravity vector used to calculate the unloaded vertex positions.
| bool Hair::DrawSettings::mDrawNeutralDensity = false |
Draws grid density of the hair in its neutral pose.
| bool Hair::DrawSettings::mDrawOrientations = false |
Draws a coordinate space for each simulated vertex.
| bool Hair::DrawSettings::mDrawRenderStrands = false |
Draws the render strands (slow, for debugging purposes!)
| bool Hair::DrawSettings::mDrawRods = true |
Draws the simulated rods.
| bool Hair::DrawSettings::mDrawSkinPoints = false |
Draws the skinning points on the scalp.
| bool Hair::DrawSettings::mDrawUnloadedRods = false |
Draw rods in their unloaded pose. This pose is obtained by removing gravity influence from the modeled pose.
| bool Hair::DrawSettings::mDrawVertexVelocity = false |
Draws the velocity at each simulated vertex as an arrow.
| ERenderStrandColor Hair::DrawSettings::mRenderStrandColor = ERenderStrandColor::PerSimulatedStrand |
Color for each strand.
| 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.
| uint Hair::DrawSettings::mSimulationStrandEnd = UINT_MAX |