Obi  7.0.5
Unified particle physics for Unity
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Obi.ObiSkinnedCloth Member List

This is the complete list of members for Obi.ObiSkinnedCloth, including all inherited members.

_aerodynamicsEnabled (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_bendCompliance (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_bendConstraintsEnabled (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_distanceConstraintsEnabled (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_drag (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_lift (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_maxBending (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_maxCompression (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_plasticCreep (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_plasticYield (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_stretchCompliance (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_stretchingScale (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
_tetherCompliance (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedClothprotected
_tetherConstraintsEnabled (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedClothprotected
_tetherScale (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedClothprotected
ActivateParticle()Obi.ObiActorvirtual
activeParticleCountObi.ObiActor
ActorBlueprintCallback(ObiActor actor, ObiActorBlueprint blueprint) (defined in Obi.ObiActor)Obi.ObiActor
ActorCallback(ObiActor actor) (defined in Obi.ObiActor)Obi.ObiActor
actorLocalToSolverMatrixObi.ObiActor
actorSolverToLocalMatrixObi.ObiActor
ActorStepCallback(ObiActor actor, float simulatedTime, float substepTime) (defined in Obi.ObiActor)Obi.ObiActor
AddForce(Vector3 force, ForceMode forceMode)Obi.ObiActor
AddTorque(Vector3 force, ForceMode forceMode)Obi.ObiActor
AddToSolver()Obi.ObiActor
aerodynamicsEnabledObi.ObiClothBase
Awake() (defined in Obi.ObiActor)Obi.ObiActorprotectedvirtual
bakedNormals (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
bakedTangents (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
bakedVertices (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
bendComplianceObi.ObiClothBase
bendConstraintsEnabledObi.ObiClothBase
blueprintObi.ObiActor
ClearState() (defined in Obi.ObiActor)Obi.ObiActor
clothBlueprintBase (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
collisionMaterialObi.ObiActor
CopyParticle(int actorSourceIndex, int actorDestIndex)Obi.ObiActorvirtual
DeactivateParticle(int actorIndex)Obi.ObiActorvirtual
deformableEdgesOffsetObi.ObiActor
distanceConstraintsEnabledObi.ObiClothBase
dragObi.ObiClothBase
GetConstraintsByType(Oni.ConstraintType type)Obi.ObiActor
GetDeformableEdgeCount() (defined in Obi.ObiActor)Obi.ObiActorvirtual
GetDrag(ObiAerodynamicConstraintsBatch batch, int constraintIndex) (defined in Obi.ObiClothBase)Obi.ObiClothBase
GetLift(ObiAerodynamicConstraintsBatch batch, int constraintIndex) (defined in Obi.ObiClothBase)Obi.ObiClothBase
GetMass(out Vector3 com)Obi.ObiActor
GetParticleAnisotropy(int solverIndex, ref Vector4 b1, ref Vector4 b2, ref Vector4 b3)Obi.ObiActor
GetParticleColor(int solverIndex)Obi.ObiActor
GetParticleMaxRadius(int solverIndex)Obi.ObiActor
GetParticleOrientation(int solverIndex)Obi.ObiActor
GetParticlePosition(int solverIndex)Obi.ObiActor
GetParticleRestOrientation(int solverIndex)Obi.ObiActor
GetParticleRestPosition(int solverIndex)Obi.ObiActor
GetParticleRuntimeIndex(int actorIndex)Obi.ObiActor
GetSkinCompliance(ObiSkinConstraintsBatch batch, int constraintIndex) (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
GetSkinRadiiBackstop(ObiSkinConstraintsBatch batch, int constraintIndex) (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
groupID (defined in Obi.ObiActor)Obi.ObiActor
Interpolate(float simulatedTime, float substepTime) (defined in Obi.ObiActor)Obi.ObiActorvirtual
isLoadedObi.ObiActor
IsParticleActive(int actorIndex)Obi.ObiActorvirtual
liftObi.ObiClothBase
m_ActiveParticleCount (defined in Obi.ObiActor)Obi.ObiActorprotected
m_CollisionMaterial (defined in Obi.ObiActor)Obi.ObiActorprotected
m_Loaded (defined in Obi.ObiActor)Obi.ObiActorprotected
m_MassScale (defined in Obi.ObiActor)Obi.ObiActorprotected
m_OneSided (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
m_SelfCollisions (defined in Obi.ObiClothBase)Obi.ObiClothBaseprotected
m_SkinnedClothBlueprint (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedClothprotected
m_Solver (defined in Obi.ObiActor)Obi.ObiActorprotected
m_SurfaceCollisions (defined in Obi.ObiActor)Obi.ObiActorprotected
massScaleObi.ObiActor
maxBendingObi.ObiClothBase
maxCompressionObi.ObiClothBase
OnBlueprintLoadedObi.ObiActor
OnBlueprintRegenerate(ObiActorBlueprint blueprint) (defined in Obi.ObiActor)Obi.ObiActorprotectedvirtual
OnBlueprintRegeneratedObi.ObiActor
OnBlueprintUnloadedObi.ObiActor
OnDestroy() (defined in Obi.ObiActor)Obi.ObiActorprotectedvirtual
OnDisable() (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedClothprotectedvirtual
OnEnable() (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedClothprotectedvirtual
oneSidedObi.ObiClothBase
OnInterpolateObi.ObiActor
OnRequestReadbackObi.ObiActor
OnSimulationEndObi.ObiActor
OnSimulationStartObi.ObiActor
OnSolverVisibilityChanged(bool visible) (defined in Obi.ObiActor)Obi.ObiActorvirtual
OnValidate() (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedClothprotectedvirtual
particleCountObi.ObiActor
plasticCreepObi.ObiClothBase
plasticYieldObi.ObiClothBase
ProvideDeformableEdges(ObiNativeIntList deformableEdges) (defined in Obi.ObiActor)Obi.ObiActorvirtual
ProvideDeformableTriangles(ObiNativeIntList deformableTriangles, ObiNativeVector2List deformableUVs) (defined in Obi.ObiClothBase)Obi.ObiClothBasevirtual
RemoveFromSolver()Obi.ObiActor
RequestReadback() (defined in Obi.ObiActor)Obi.ObiActorvirtual
ResetParticles()Obi.ObiActor
SaveStateToBlueprint(ObiActorBlueprint bp)Obi.ObiActor
selfCollisionsObi.ObiClothBase
SetConstraintsDirty(Oni.ConstraintType constraintType)Obi.ObiActor
SetFilterCategory(int newCategory)Obi.ObiActor
SetFilterMask(int newMask)Obi.ObiActor
SetMass(float mass)Obi.ObiActor
SetMassScale(float scale)Obi.ObiActorprotected
SetOneSided(bool oneSided)Obi.ObiActorvirtual
SetRenderingDirty(Oni.RenderingSystemType rendererType)Obi.ObiActor
SetSelfCollisions(bool selfCollisions)Obi.ObiActorvirtual
SetSimplicesDirty()Obi.ObiActor
SetSolver(ObiSolver newSolver)Obi.ObiActorprotected
sharedBlueprintObi.ObiActor
simplexTypes (defined in Obi.ObiActor)Obi.ObiActor
SimulationEnd(float simulatedTime, float substepTime) (defined in Obi.ObiActor)Obi.ObiActorvirtual
SimulationStart(float timeToSimulate, float substepTime) (defined in Obi.ObiActor)Obi.ObiActorvirtual
skinConstraintsEnabled (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
skinnedClothBlueprint (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
solverObi.ObiActor
solverBatchOffsetsObi.ObiActor
solverIndicesObi.ObiActor
sourceBlueprint (defined in Obi.ObiSkinnedCloth)Obi.ObiSkinnedCloth
StoreState() (defined in Obi.ObiActor)Obi.ObiActorprotected
stretchComplianceObi.ObiClothBase
stretchingScaleObi.ObiClothBase
surfaceCollisionsObi.ObiActor
SwapWithFirstInactiveParticle(int actorIndex) (defined in Obi.ObiActor)Obi.ObiActorprotectedvirtual
Teleport(Vector3 position, Quaternion rotation)Obi.ObiActorvirtual
TeleportParticle(int actorIndex, Vector3 position)Obi.ObiActor
tetherComplianceObi.ObiSkinnedCloth
tetherConstraintsEnabledObi.ObiSkinnedCloth
tetherScaleObi.ObiSkinnedCloth
triangleSetIDObi.ObiClothBaseprotected
UpdateCollisionMaterials() (defined in Obi.ObiActor)Obi.ObiActorprotected
UpdateParticleProperties()Obi.ObiActorvirtual
usesAnisotropicParticlesObi.ObiActor
usesOrientedParticlesObi.ObiActor