C# 클래스 TressFX.TressFXSimulation

상속: UnityEngine.MonoBehaviour
파일 보기 프로젝트 열기: kennux/TressFXUnity 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
collider2 UnityEngine.SphereCollider
collider3 UnityEngine.SphereCollider
collision bool
doLengthConstraintsWindAndCollision bool
doLocalShapeConstraints bool
followHairs bool
frameLimit float
gravityMagnitude float
isWarping bool
lengthConstraintIterations int
localShapeConstraintIterations int
partConfigs TressFX.HairPartConfig[]
simulationShader UnityEngine.ComputeShader
tipSeperationFactor float
windDirection Vector3
windMagnitude float

공개 메소드들

메소드 설명
Awake ( ) : void
LateUpdate ( ) : void

보호된 메소드들

메소드 설명
SetBuffers ( int kernelId ) : void

Sets the buffers to the given kernel id. Sets all simulation related buffers: g_HairVertexPositions g_HairVertexPositionsPrev g_HairVertexTangents g_InitialHairPositions g_GlobalRotations g_LocalRotations g_HairRestLengthSRV g_HairStrandType g_HairRefVecsInLocalFrame g_FollowHairRootOffset

SetConstants ( ) : void

Sets the constants for the compute shader simulation.

비공개 메소드들

메소드 설명
MatrixToFloatArray ( Matrix4x4 matrix ) : float[]

Convertes a Matrix4x4 to a float array.

QuaternionToFloatArray ( Quaternion quaternion ) : float[]

Quaternion to float array for passing to compute shader

SimulateWind ( ) : void

메소드 상세

Awake() 공개 메소드

public Awake ( ) : void
리턴 void

LateUpdate() 공개 메소드

public LateUpdate ( ) : void
리턴 void

SetBuffers() 보호된 메소드

Sets the buffers to the given kernel id. Sets all simulation related buffers: g_HairVertexPositions g_HairVertexPositionsPrev g_HairVertexTangents g_InitialHairPositions g_GlobalRotations g_LocalRotations g_HairRestLengthSRV g_HairStrandType g_HairRefVecsInLocalFrame g_FollowHairRootOffset
protected SetBuffers ( int kernelId ) : void
kernelId int Kernel identifier.
리턴 void

SetConstants() 보호된 메소드

Sets the constants for the compute shader simulation.
protected SetConstants ( ) : void
리턴 void

프로퍼티 상세

collider2 공개적으로 프로퍼티

public SphereCollider,UnityEngine collider2
리턴 UnityEngine.SphereCollider

collider3 공개적으로 프로퍼티

public SphereCollider,UnityEngine collider3
리턴 UnityEngine.SphereCollider

collision 공개적으로 프로퍼티

If this is set to true head collision is performed.
public bool collision
리턴 bool

doLengthConstraintsWindAndCollision 공개적으로 프로퍼티

public bool doLengthConstraintsWindAndCollision
리턴 bool

doLocalShapeConstraints 공개적으로 프로퍼티

public bool doLocalShapeConstraints
리턴 bool

followHairs 공개적으로 프로퍼티

The follow hairs flag. If this flag is checked, follow hairs will get used for the simulation.
public bool followHairs
리턴 bool

frameLimit 공개적으로 프로퍼티

public float frameLimit
리턴 float

gravityMagnitude 공개적으로 프로퍼티

The gravity magnitude.
public float gravityMagnitude
리턴 float

isWarping 공개적으로 프로퍼티

If this is set to true simulation is skipped and instead of this the hairs are just moved staticly.
public bool isWarping
리턴 bool

lengthConstraintIterations 공개적으로 프로퍼티

The length constraint iterations.
public int lengthConstraintIterations
리턴 int

localShapeConstraintIterations 공개적으로 프로퍼티

The local shape constraint iterations.
public int localShapeConstraintIterations
리턴 int

partConfigs 공개적으로 프로퍼티

public HairPartConfig[],TressFX partConfigs
리턴 TressFX.HairPartConfig[]

simulationShader 공개적으로 프로퍼티

The simulation shader.
public ComputeShader,UnityEngine simulationShader
리턴 UnityEngine.ComputeShader

tipSeperationFactor 공개적으로 프로퍼티

The tip seperation factor used to update follow hair vertices.
public float tipSeperationFactor
리턴 float

windDirection 공개적으로 프로퍼티

The wind direction.
public Vector3 windDirection
리턴 Vector3

windMagnitude 공개적으로 프로퍼티

The wind magnitude.
public float windMagnitude
리턴 float