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PxCloth Class Reference
[Physics]

Rectangular patch of cloth simulated by PhysX. More...

Inheritance diagram for PxCloth:
Inheritance graph
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List of all members.

Public Attributes

PxClothAttachment attachments
 Optional way to specify cloth verts that will be attached to the world position it is created at.
bool bending
 Enable/disable bending resistance. Select the bending resistance through bendingStiffness.
float bendingStiffness
 Bending stiffness of the cloth in the range 0 to 1.
bool damping
 Enable/disable damping of internal velocities.
float dampingCoefficient
 Spring damping of the cloth in the range 0 to 1.
float density
 Density of the cloth (Mass per Area).
float friction
 Friction coefficient in the range 0 to 1.
string Material
 Material name for rendering.
Point2I samples
 The number of cloth vertices in width and length.
bool selfCollision
 Enable/disable self-collision handling within a single piece of cloth.
Point2F size
 The dimensions of the cloth in width and height.
float thickness
 The thickness is usually a fraction of the overall extent of the cloth and should not be set to a value greater than that. A good value is the maximal distance between two adjacent cloth particles in their rest pose. Visual artifacts or collision problems may appear if the thickness is too small.
bool triangleCollision
 Not supported in current release (according to PhysX docs).Enable/disable collision detection of cloth triangles against the scene. If not set, only collisions of cloth particles are detected. If set, collisions of cloth triangles are detected as well.

Static Public Attributes

static bool isRenderable
 Disables rendering of all instances of this type.
static bool isSelectable
 Disables selection of all instances of this type.

Detailed Description

Rectangular patch of cloth simulated by PhysX.

PxCloth is affected by other objects in the simulation but does not itself affect others, it is essentially a visual effect. Eg, shooting at cloth will disturb it but will not explode the projectile.

Be careful with the cloth size and resolution because it can easily become performance intensive to simulate. A single piece of cloth that is very large or high resolution is also much more expensive than multiple pieces that add up to the same number of verts.

Note that most field docs have been copied from their PhysX counterpart.


Member Data Documentation

PxClothAttachment PxCloth::attachments

Optional way to specify cloth verts that will be attached to the world position it is created at.

Enable/disable bending resistance. Select the bending resistance through bendingStiffness.

Bending stiffness of the cloth in the range 0 to 1.

Enable/disable damping of internal velocities.

Spring damping of the cloth in the range 0 to 1.

Density of the cloth (Mass per Area).

Friction coefficient in the range 0 to 1.

Defines the damping of the velocities of cloth particles that are in contact.

bool PxCloth::isRenderable [static]

Disables rendering of all instances of this type.

Reimplemented from GameBase.

bool PxCloth::isSelectable [static]

Disables selection of all instances of this type.

Reimplemented from GameBase.

Material name for rendering.

The number of cloth vertices in width and length.

Enable/disable self-collision handling within a single piece of cloth.

Point2F PxCloth::size

The dimensions of the cloth in width and height.

The thickness is usually a fraction of the overall extent of the cloth and should not be set to a value greater than that. A good value is the maximal distance between two adjacent cloth particles in their rest pose. Visual artifacts or collision problems may appear if the thickness is too small.

Not supported in current release (according to PhysX docs).Enable/disable collision detection of cloth triangles against the scene. If not set, only collisions of cloth particles are detected. If set, collisions of cloth triangles are detected as well.



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