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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#ifndef CLOTHING_GLOBALS_H
#define CLOTHING_GLOBALS_H
#include "ApexUsingNamespace.h"
namespace nvidia
{
namespace clothing
{
struct ClothingConstants
{
enum Enum
{
ImmediateClothingInSkinFlag = 0x80000000, // only highest (sign?) bit. The rest is the index in the clothSkinMapB
ImmediateClothingInvertNormal = 0x40000000, // if second highest bit is set, invert the normal from Cloth
ImmediateClothingBadNormal = 0x20000000, // the normal is neither correct nor inverted, just different, use mesh-mesh skinning from neighboring triangles
ImmediateClothingInvalidValue = 0x1fffffff, // the lowest bit is set, all others are maxed out
ImmediateClothingReadMask = 0x0fffffff, // read mask, use this to read the number (two flags can still be put there so far)
};
};
}
} // namespace nvidia
#endif // CLOTHING_GLOBALS_H
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