Obi  7.0.5
Unified particle physics for Unity
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Obi.ObiClothRenderSystem Class Reference
Inheritance diagram for Obi.ObiClothRenderSystem:
Obi.ComputeClothRenderSystem Obi.ComputeTearableClothRenderSystem Obi.ObiSkinnedClothRenderSystem Obi.ComputeSkinnedClothRenderSystem

Public Member Functions

 ObiClothRenderSystem (ObiSolver solver)
 
virtual void Dispose ()
 
virtual void Setup ()
 
virtual void Step ()
 
void BakeMesh (ObiClothRendererBase renderer, ref Mesh mesh, bool transformToActorLocalSpace=false)
 

Protected Member Functions

virtual void Clear ()
 
virtual void CreateBatches ()
 
virtual void PopulateBatches ()
 
void CalculateOffsets ()
 
virtual void CloseBatches ()
 

Protected Attributes

VertexAttributeDescriptor[] layout
 
ObiSolver m_Solver
 
List< DynamicRenderBatch
< ObiClothRendererBase > > 
batchList = new List<DynamicRenderBatch<ObiClothRendererBase>>()
 
List< ObiClothRendererBasesortedRenderers = new List<ObiClothRendererBase>()
 
SkinmapDataBatch skinmapData
 
MeshDataBatch meshData
 
ObiNativeList< int > skinMapIndices
 
ObiNativeList< int > meshIndices
 
ObiNativeList< int > vertexOffsets
 
ObiNativeList< int > particleOffsets
 

Static Protected Attributes

static ProfilerMarker m_SetupRenderMarker = new ProfilerMarker("SetupClothRendering")
 
static ProfilerMarker m_RenderMarker = new ProfilerMarker("ClothRendering")
 

Properties

abstract IReadOnlyList
< ObiClothRendererBase
baseRenderers [get]
 

Member Data Documentation

VertexAttributeDescriptor [] Obi.ObiClothRenderSystem.layout
protected
Initial value:
=
{
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 3,0),
new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32, 3,0),
new VertexAttributeDescriptor(VertexAttribute.Tangent, VertexAttributeFormat.Float32, 4,0),
new VertexAttributeDescriptor(VertexAttribute.Color, VertexAttributeFormat.Float32, 4,0),
new VertexAttributeDescriptor(VertexAttribute.TexCoord0, VertexAttributeFormat.Float32, 2,1),
new VertexAttributeDescriptor(VertexAttribute.TexCoord1, VertexAttributeFormat.Float32, 2,1),
new VertexAttributeDescriptor(VertexAttribute.TexCoord2, VertexAttributeFormat.Float32, 2,1),
new VertexAttributeDescriptor(VertexAttribute.TexCoord3, VertexAttributeFormat.Float32, 2,1),
}
ObiNativeList<int> Obi.ObiClothRenderSystem.particleOffsets
protected

for each renderer, particle offset in its batch data.

List<ObiClothRendererBase> Obi.ObiClothRenderSystem.sortedRenderers = new List<ObiClothRendererBase>()
protected

temp list used to store renderers sorted by batch.

ObiNativeList<int> Obi.ObiClothRenderSystem.vertexOffsets
protected

for each renderer, vertex offset in its batch mesh data.


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