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<doc>
  <members>
    <assembly>
      <name>UnityEngine.ClothModule</name>
    </assembly>
    <member name="T:UnityEngine.Cloth">
      <summary>
        <para>The Cloth class provides an interface to cloth simulation physics.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.bendingStiffness">
      <summary>
        <para>Bending stiffness of the cloth.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.capsuleColliders">
      <summary>
        <para>An array of CapsuleColliders which this Cloth instance should collide with.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.clothSolverFrequency">
      <summary>
        <para>Number of cloth solver iterations per second.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.coefficients">
      <summary>
        <para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.collisionMassScale">
      <summary>
        <para>How much to increase mass of colliding particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.damping">
      <summary>
        <para>Damp cloth motion.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.enableContinuousCollision">
      <summary>
        <para>Enable continuous collision to improve collision stability.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.enabled">
      <summary>
        <para>Is this cloth enabled?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.externalAcceleration">
      <summary>
        <para>A constant, external acceleration applied to the cloth.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.friction">
      <summary>
        <para>The friction of the cloth when colliding with the character.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.normals">
      <summary>
        <para>The current normals of the cloth object.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.randomAcceleration">
      <summary>
        <para>A random, external acceleration applied to the cloth.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.selfCollisionDistance">
      <summary>
        <para>Minimum distance at which two cloth particles repel each other (default: 0.0).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.selfCollisionStiffness">
      <summary>
        <para>Self-collision stiffness defines how strong the separating impulse should be for colliding particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.sleepThreshold">
      <summary>
        <para>Cloth's sleep threshold.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.sphereColliders">
      <summary>
        <para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.stiffnessFrequency">
      <summary>
        <para>Sets the stiffness frequency parameter.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.stretchingStiffness">
      <summary>
        <para>Stretching stiffness of the cloth.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.useGravity">
      <summary>
        <para>Should gravity affect the cloth simulation?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.useTethers">
      <summary>
        <para>Use Tether Anchors.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.useVirtualParticles">
      <summary>
        <para>Add one virtual particle per triangle to improve collision stability.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.vertices">
      <summary>
        <para>The current vertex positions of the cloth object.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.worldAccelerationScale">
      <summary>
        <para>How much world-space acceleration of the character will affect cloth vertices.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Cloth.worldVelocityScale">
      <summary>
        <para>How much world-space movement of the character will affect cloth vertices.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Cloth.ClearTransformMotion">
      <summary>
        <para>Clear the pending transform changes from affecting the cloth simulation.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Cloth.GetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
      <summary>
        <para>Get list of particles to be used for self and inter collision.</para>
      </summary>
      <param name="indices">List to be populated with cloth particle indices that are used for self and/or inter collision.</param>
    </member>
    <member name="M:UnityEngine.Cloth.GetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
      <summary>
        <para>Get list of indices to be used when generating virtual particles.</para>
      </summary>
      <param name="indices">List to be populated with virtual particle indices.</param>
    </member>
    <member name="M:UnityEngine.Cloth.GetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
      <summary>
        <para>Get weights to be used when generating virtual particles for cloth.</para>
      </summary>
      <param name="weights">List to populate with virtual particle weights.</param>
    </member>
    <member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)">
      <summary>
        <para>Fade the cloth simulation in or out.</para>
      </summary>
      <param name="enabled">Fading enabled or not.</param>
      <param name="interpolationTime"></param>
    </member>
    <member name="M:UnityEngine.Cloth.SetSelfAndInterCollisionIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
      <summary>
        <para>This allows you to set the cloth indices used for self and inter collision.</para>
      </summary>
      <param name="indices">List of cloth particles indices to use for cloth self and/or inter collision.</param>
    </member>
    <member name="M:UnityEngine.Cloth.SetVirtualParticleIndices(System.Collections.Generic.List`1&lt;System.UInt32&gt;)">
      <summary>
        <para>Set indices to use when generating virtual particles.</para>
      </summary>
      <param name="indices">List of cloth particle indices to use when generating virtual particles.</param>
    </member>
    <member name="M:UnityEngine.Cloth.SetVirtualParticleWeights(System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;)">
      <summary>
        <para>Sets weights to be used when generating virtual particles for cloth.</para>
      </summary>
      <param name="weights">List of weights to be used when setting virutal particles for cloth.</param>
    </member>
    <member name="T:UnityEngine.ClothSkinningCoefficient">
      <summary>
        <para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
      <summary>
        <para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
      <summary>
        <para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ClothSphereColliderPair">
      <summary>
        <para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ClothSphereColliderPair.first">
      <summary>
        <para>The first SphereCollider of a ClothSphereColliderPair.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ClothSphereColliderPair.second">
      <summary>
        <para>The second SphereCollider of a ClothSphereColliderPair.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)">
      <summary>
        <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
      </summary>
      <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
      <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
    </member>
    <member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)">
      <summary>
        <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
      </summary>
      <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
      <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
    </member>
    <member name="A:UnityEngine.ClothModule">
      <summary>
        <para>The Cloth module implements cloth physics simulation through the Cloth component.</para>
      </summary>
    </member>
  </members>
</doc>
