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/*============================================================================= ApexClothingAsset.h: PhysX APEX integration. Clothing Asset Copyright 2008-2009 NVIDIA Corporation. =============================================================================*/ class ApexClothingAsset extends ApexAsset hidecategories(Object) native(Mesh); var native pointer MApexAsset{class FIApexAsset}; var() const editfixedsize editoronly array<MaterialInterface> Materials; /** ApexClothingLibrary is only for legacy APEX 0.9 assets. */ var const deprecated ApexGenericAsset ApexClothingLibrary; var() const bool bUseHardwareCloth; // if true use hardware clothing for simulation var() const bool bFallbackSkinning; // if true, falls back to skinning clothing in software instead of using GPU skinning var() const bool bSlowStart; // Designates the 'slowStart' flag; see APEX clothing documentation var() const bool bRecomputeNormals; // Designates the 'recomputeNormals' flag; see APEX clothing documentation var() const int UVChannelForTangentUpdate; // Which UV channel is used for updating tangent space. var() const float MaxDistanceBlendTime<ClampMin=0.0>; // The maximimum distance blend time (see APEX clothing documentation) var() const float ContinuousRotationThreshold; // The angle in degrees to consider the clothing simulation continuous. var() const float ContinuousDistanceThreshold; // The distance to consider the clothing simulation continuous. var() const bool bResetAfterTeleport; // If true, it resets the simulation after a teleport. var() const float LodWeightsMaxDistance; // LodWeightMaxDistance (see APEX clothing documentation) var() const float LodWeightsDistanceWeight; // LodWeightDistanceWeight (see APEX clothing documentation) var() const float LodWeightsBias; // LodWeightBias (see APEX clothing documentation) var() const float LodWeightsBenefitsBias; // LodWeightMaxBenefitsBias (see APEX clothing documentation) cpptext { public: /** Notification of the post load event. */ virtual void PostLoad(); /**** Serializes the asset * @param : Ar is a reference to the FArchive to either serialize from or to. */ virtual void Serialize(FArchive& Ar); /*** Returns the array of strings to display in the browser window */ virtual TArray<FString> GetGenericBrowserInfo(); /*** This method is called when a generic asset is imported from an external file on disk. ** ** @param Buffer : A pointer to the raw data. ** @param BufferSize : The length of the raw input data. ** @param Name : The name of the asset which is being imported. ** ** @return : Returns true if the import was successful. **/ UBOOL Import( const BYTE* Buffer, INT BufferSize, const FString& Name,UBOOL convertToUE3Coordinates ); /*** This method is called after a property has changed. */ virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); /** This method is called prior to the object being destroyed */ virtual void BeginDestroy(void); /*** This method is called when the asset is renamed ** ** @param : InName : The new name of the object ** @param : NewOuter : The new outer object (package) for this object. ** @param : Flags : The ERenameFlags to honor. ** ** @return : Returns TRUE if the rename was successful **/ virtual UBOOL Rename( const TCHAR* InName, UObject* NewOuter, ERenameFlags Flags ); /** virtual method to return the number of materials used by this asset */ virtual UINT GetNumMaterials(void) const { return Materials.Num(); } /** Returns the default ::NxParameterized::Interface for this asset. */ virtual UMaterialInterface *GetMaterial(UINT Index) const { return Materials(Index); } /** Returns the default ::NxParameterized::Interface for this object */ virtual void * GetNxParameterized(void); /** Interface to ApexGenericAsset */ class FIApexAsset * GetApexGenericAsset() const { return MApexAsset; } /** Re-assigns the APEX material resources by name with the current array of UE3 materials */ void UpdateMaterials(void); virtual void NotifyApexEditMode(class ApexEditInterface *iface); private: } defaultproperties { bUseHardwareCloth=true // if true use hardware clothing for simulation bFallbackSkinning=false // if true, falls back to skinning clothing in software instead of using GPU skinning bSlowStart=true // Designates the 'slowStart' flag; see APEX clothing documentation bRecomputeNormals=false; UVChannelForTangentUpdate=0 // Which UV channel is used for updating tangent space. MaxDistanceBlendTime=1 // The maximimum distance blend time (see APEX clothing documentation) ContinuousRotationThreshold=84 // The angle in degrees to consider the clothing simulation continuous. ContinuousDistanceThreshold=50.0f // The distance to consider the clothing simulation continuous. bResetAfterTeleport = true // If true, it resets the simulation after a teleport LodWeightsMaxDistance=10000 // LodWeightMaxDistance (see APEX clothing documentation) LodWeightsDistanceWeight=1 // LodWeightDistanceWeight (see APEX clothing documentation) LodWeightsBias=0 // LodWeightBias (see APEX clothing documentation) LodWeightsBenefitsBias=0 // LodWeightMaxBenefitsBias (see APEX clothing documentation) } |
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