aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html')
-rw-r--r--PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html435
1 files changed, 435 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
new file mode 100644
index 00000000..a01671a5
--- /dev/null
+++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
@@ -0,0 +1,435 @@
+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxSceneDesc.h Source File</title>
+ <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+ <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css">
+ </head>
+
+ <body bgcolor="#FFFFFF">
+ <div id="header">
+ <hr class="first">
+ <img alt="" src="images/PhysXlogo.png" align="middle"> <br>
+ <center>
+ <a class="qindex" href="main.html">Main Page</a> &nbsp;
+ <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp;
+ <a class="qindex" href="annotated.html">Compound List</a> &nbsp;
+ <a class="qindex" href="functions.html">Compound Members</a> &nbsp;
+ </center>
+ <hr class="second">
+ </div>
+<!-- Generated by Doxygen 1.5.8 -->
+<h1>PxSceneDesc.h</h1><a href="PxSceneDesc_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span>
+<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span>
+<a name="l00003"></a>00003 <span class="comment">//</span>
+<a name="l00004"></a>00004 <span class="comment">// Notice</span>
+<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span>
+<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span>
+<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span>
+<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span>
+<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span>
+<a name="l00010"></a>00010 <span class="comment">//</span>
+<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span>
+<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span>
+<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span>
+<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span>
+<a name="l00015"></a>00015 <span class="comment">//</span>
+<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span>
+<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span>
+<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span>
+<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span>
+<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span>
+<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span>
+<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span>
+<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span>
+<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span>
+<a name="l00025"></a>00025 <span class="comment">//</span>
+<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.</span>
+<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
+<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span>
+<a name="l00029"></a>00029
+<a name="l00030"></a>00030
+<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_NX_SCENEDESC</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_SCENEDESC</span>
+<a name="l00033"></a>00033 <span class="preprocessor"></span>
+<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
+<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxFlags_8h.html">foundation/PxFlags.h</a>"</span>
+<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxBounds3_8h.html">foundation/PxBounds3.h</a>"</span>
+<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxFiltering_8h.html">PxFiltering.h</a>"</span>
+<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxBroadPhase_8h.html">PxBroadPhase.h</a>"</span>
+<a name="l00042"></a>00042 <span class="preprocessor">#include "<a class="code" href="PxTolerancesScale_8h.html">common/PxTolerancesScale.h</a>"</span>
+<a name="l00043"></a>00043 <span class="preprocessor">#include "<a class="code" href="PxTask_8h.html">task/PxTask.h</a>"</span>
+<a name="l00044"></a>00044
+<a name="l00045"></a>00045 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00046"></a>00046 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
+<a name="l00047"></a>00047 {
+<a name="l00048"></a>00048 <span class="preprocessor">#endif</span>
+<a name="l00049"></a>00049 <span class="preprocessor"></span>
+<a name="l00067"></a><a class="code" href="structPxPruningStructureType.html">00067</a> <span class="keyword">struct </span><a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>
+<a name="l00068"></a>00068 {
+<a name="l00069"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">00069</a> <span class="keyword">enum</span> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">Enum</a>
+<a name="l00070"></a>00070 {
+<a name="l00071"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9667e19208a1fd5b2215e452ac9754b6e">00071</a> eNONE,
+<a name="l00072"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9374d304bffaa55f53556e2b40a592e54">00072</a> eDYNAMIC_AABB_TREE,
+<a name="l00073"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d99001cb07511fa509eae16a4a933a77f6">00073</a> eSTATIC_AABB_TREE,
+<a name="l00074"></a>00074
+<a name="l00075"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9613753bdd7051b3f88c0199549ee41bb">00075</a> eLAST
+<a name="l00076"></a>00076 };
+<a name="l00077"></a>00077 };
+<a name="l00078"></a>00078
+<a name="l00079"></a>00079
+<a name="l00095"></a><a class="code" href="structPxFrictionType.html">00095</a> <span class="keyword">struct </span><a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>
+<a name="l00096"></a>00096 {
+<a name="l00097"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">00097</a> <span class="keyword">enum</span> <a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">Enum</a>
+<a name="l00098"></a>00098 {
+<a name="l00099"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96bcf891c8b96deb40e1e475237fe4f4047">00099</a> ePATCH,
+<a name="l00100"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b3db131f3d5cb7b55f36e0b0d2e3cac6d">00100</a> eONE_DIRECTIONAL,
+<a name="l00101"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b6cc49a8178d18bdd96e42fb1cb2c36a4">00101</a> eTWO_DIRECTIONAL,
+<a name="l00102"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b1babb0238e5d20663f85eb4e1afa9c84">00102</a> eFRICTION_COUNT
+<a name="l00103"></a>00103 };
+<a name="l00104"></a>00104 };
+<a name="l00105"></a>00105
+<a name="l00112"></a><a class="code" href="structPxSceneFlag.html">00112</a> <span class="keyword">struct </span><a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>
+<a name="l00113"></a>00113 {
+<a name="l00114"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">00114</a> <span class="keyword">enum</span> <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">Enum</a>
+<a name="l00115"></a>00115 {
+<a name="l00128"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53b864a8d54af8c7baaedba117977a523f">00128</a> eENABLE_ACTIVE_ACTORS = (1&lt;&lt;0),
+<a name="l00129"></a>00129
+<a name="l00142"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53eabf4ab99946ab299fbb858b6a8f53af">00142</a> eENABLE_ACTIVETRANSFORMS <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1&lt;&lt;1),
+<a name="l00143"></a>00143
+<a name="l00156"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5305d1e69880f10fb3de7d26c2e2e7eca3">00156</a> eENABLE_CCD = (1&lt;&lt;2),
+<a name="l00157"></a>00157
+<a name="l00177"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53e5e231832542525c2c1faedcc4a49d11">00177</a> eDISABLE_CCD_RESWEEP = (1&lt;&lt;3),
+<a name="l00178"></a>00178
+<a name="l00179"></a>00179
+<a name="l00187"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0">00187</a> eADAPTIVE_FORCE = (1&lt;&lt;4),
+<a name="l00188"></a>00188
+<a name="l00189"></a>00189
+<a name="l00200"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53ce733907cb004049960a43b9c9184b9b">00200</a> eENABLE_KINEMATIC_STATIC_PAIRS = (1&lt;&lt;5),
+<a name="l00201"></a>00201
+<a name="l00202"></a>00202
+<a name="l00213"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c538537c3d1b706799fd9bdf6496dde1dbf">00213</a> eENABLE_KINEMATIC_PAIRS = (1&lt;&lt;6),
+<a name="l00214"></a>00214
+<a name="l00215"></a>00215
+<a name="l00223"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5329717fa631812cc31261d73055762e03">00223</a> eENABLE_PCM = (1 &lt;&lt; 9),
+<a name="l00224"></a>00224
+<a name="l00233"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c538644817a9a2916453433702614672565">00233</a> eDISABLE_CONTACT_REPORT_BUFFER_RESIZE = (1 &lt;&lt; 10),
+<a name="l00234"></a>00234
+<a name="l00245"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c539f72bafbe1387992429615ab5842b07a">00245</a> eDISABLE_CONTACT_CACHE = (1 &lt;&lt; 11),
+<a name="l00246"></a>00246
+<a name="l00247"></a>00247
+<a name="l00263"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5397a4bafb1db3bba4b8ff373e16d67c5b">00263</a> eREQUIRE_RW_LOCK = (1 &lt;&lt; 12),
+<a name="l00264"></a>00264
+<a name="l00272"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe">00272</a> eENABLE_STABILIZATION = (1 &lt;&lt; 14),
+<a name="l00273"></a>00273
+<a name="l00282"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53641b016fe61d501e8cb5cdadd1b412ed">00282</a> eENABLE_AVERAGE_POINT = (1 &lt;&lt; 15),
+<a name="l00283"></a>00283
+<a name="l00297"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c531d29a32a585c1463b30332ee8e328cad">00297</a> eDEPRECATED_TRIGGER_TRIGGER_REPORTS = (1 &lt;&lt; 16),
+<a name="l00298"></a>00298
+<a name="l00311"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53a645ccb938b901ce501b50ce55c15886">00311</a> eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS = (1 &lt;&lt; 17),
+<a name="l00312"></a>00312
+<a name="l00325"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53578417c8b82a150d90b69eb4064fa20d">00325</a> eSUPPRESS_EAGER_SCENE_QUERY_REFIT = (1 &lt;&lt; 18),
+<a name="l00326"></a>00326
+<a name="l00327"></a>00327 <span class="comment">/*\brief Enables the GPU dynamics pipeline</span>
+<a name="l00328"></a>00328 <span class="comment"></span>
+<a name="l00329"></a>00329 <span class="comment"> When set to true, a CUDA 2.0 or above-enabled NVIDIA GPU is present and the GPU dispatcher has been configured, this will run the GPU dynamics pipelin instead of the CPU dynamics pipeline.</span>
+<a name="l00330"></a>00330 <span class="comment"></span>
+<a name="l00331"></a>00331 <span class="comment"> Note that this flag is not mutable and must be set in PxSceneDesc at scene creation.</span>
+<a name="l00332"></a>00332 <span class="comment"></span>
+<a name="l00333"></a>00333 <span class="comment"> */</span>
+<a name="l00334"></a>00334
+<a name="l00335"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fb55a7dd55b07e2ae234072e88d0b607">00335</a> eENABLE_GPU_DYNAMICS = (1 &lt;&lt; 19),
+<a name="l00336"></a>00336
+<a name="l00359"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fc106b84674b04718dd78ea4640daf86">00359</a> eENABLE_ENHANCED_DETERMINISM = (1&lt;&lt;20),
+<a name="l00360"></a>00360
+<a name="l00361"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5344d457656c5ac42d8318bfa2df7aee82">00361</a> eMUTABLE_FLAGS = eENABLE_ACTIVE_ACTORS|eENABLE_ACTIVETRANSFORMS|eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS
+<a name="l00362"></a>00362 };
+<a name="l00363"></a>00363 };
+<a name="l00364"></a>00364
+<a name="l00365"></a>00365
+<a name="l00371"></a><a class="code" href="group__physics.html#g54a626a9a6d80543048bffc654814704">00371</a> <span class="keyword">typedef</span> <a class="code" href="classPxFlags.html">PxFlags&lt;PxSceneFlag::Enum,PxU32&gt;</a> <a class="code" href="classPxFlags.html">PxSceneFlags</a>;
+<a name="l00372"></a>00372 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">PxSceneFlag::Enum</a>,<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>)
+<a name="l00373"></a>00373
+<a name="l00374"></a>00374
+<a name="l00375"></a>00375 class <a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>;
+<a name="l00376"></a>00376 class <a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>;
+<a name="l00377"></a>00377 class <a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>;
+<a name="l00378"></a>00378 class <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>;
+<a name="l00379"></a>00379
+<a name="l00388"></a><a class="code" href="classPxSceneLimits.html">00388</a> class <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a>
+<a name="l00389"></a>00389 {
+<a name="l00390"></a>00390 <span class="keyword">public</span>:
+<a name="l00391"></a><a class="code" href="classPxSceneLimits.html#f0a6bbbff2a3c1ce5cf80d2ef3666cf5">00391</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbActors;
+<a name="l00392"></a><a class="code" href="classPxSceneLimits.html#d0eaee83c330232159c791093abc0f4c">00392</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbBodies;
+<a name="l00393"></a><a class="code" href="classPxSceneLimits.html#5269e317c229389fc49ed658d60f1a7e">00393</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbStaticShapes;
+<a name="l00394"></a><a class="code" href="classPxSceneLimits.html#2657acecc1cc484fc48a1263f4fc0427">00394</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbDynamicShapes;
+<a name="l00395"></a><a class="code" href="classPxSceneLimits.html#d44cb62b261514d8937077f75b40c5cc">00395</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbAggregates;
+<a name="l00396"></a><a class="code" href="classPxSceneLimits.html#4226fb580e6cf704af33208a931bfd0e">00396</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbConstraints;
+<a name="l00397"></a><a class="code" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af">00397</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbRegions;
+<a name="l00398"></a><a class="code" href="classPxSceneLimits.html#8f662dce363bf4b21782a0d33b309446">00398</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbBroadPhaseOverlaps;
+<a name="l00399"></a><a class="code" href="classPxSceneLimits.html#098be54fe1199d3a31c9cb91f2eec003">00399</a> <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbObjectsPerRegion;
+<a name="l00400"></a>00400
+<a name="l00404"></a>00404 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> PxSceneLimits();
+<a name="l00405"></a>00405
+<a name="l00409"></a>00409 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault();
+<a name="l00410"></a>00410
+<a name="l00415"></a>00415 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
+<a name="l00416"></a>00416 };
+<a name="l00417"></a>00417
+<a name="l00418"></a><a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7">00418</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7" title="constructor sets to default">PxSceneLimits::PxSceneLimits</a>() : <span class="comment">//constructor sets to default</span>
+<a name="l00419"></a>00419 maxNbActors (0),
+<a name="l00420"></a>00420 maxNbBodies (0),
+<a name="l00421"></a>00421 maxNbStaticShapes (0),
+<a name="l00422"></a>00422 maxNbDynamicShapes (0),
+<a name="l00423"></a>00423 maxNbAggregates (0),
+<a name="l00424"></a>00424 maxNbConstraints (0),
+<a name="l00425"></a>00425 maxNbRegions (0),
+<a name="l00426"></a>00426 maxNbBroadPhaseOverlaps (0),
+<a name="l00427"></a>00427 maxNbObjectsPerRegion (0)
+<a name="l00428"></a>00428 {
+<a name="l00429"></a>00429 }
+<a name="l00430"></a>00430
+<a name="l00431"></a><a class="code" href="group__physics.html#ge673c050f15b0fc912860adbb3394e34">00431</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__physics.html#ge673c050f15b0fc912860adbb3394e34" title="(re)sets the structure to the default">PxSceneLimits::setToDefault</a>()
+<a name="l00432"></a>00432 {
+<a name="l00433"></a>00433 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7" title="constructor sets to default">PxSceneLimits</a>();
+<a name="l00434"></a>00434 }
+<a name="l00435"></a>00435
+<a name="l00436"></a><a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1">00436</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1" title="Returns true if the descriptor is valid.">PxSceneLimits::isValid</a>()<span class="keyword"> const </span>
+<a name="l00437"></a>00437 <span class="keyword"></span>{
+<a name="l00438"></a>00438 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af" title="Expected maximum number of broad-phase regions.">maxNbRegions</a>&gt;256) <span class="comment">// max number of regions is currently limited</span>
+<a name="l00439"></a>00439 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00440"></a>00440
+<a name="l00441"></a>00441 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+<a name="l00442"></a>00442 }
+<a name="l00443"></a>00443
+<a name="l00444"></a>00444 <span class="comment">//#if PX_SUPPORT_GPU_PHYSX</span>
+<a name="l00449"></a><a class="code" href="structPxgDynamicsMemoryConfig.html">00449</a> <span class="comment"></span><span class="keyword">struct </span><a class="code" href="structPxgDynamicsMemoryConfig.html" title="Sizes of pre-allocated buffers use for GPU dynamics.">PxgDynamicsMemoryConfig</a>
+<a name="l00450"></a>00450 {
+<a name="l00451"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506">00451</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>;
+<a name="l00452"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9">00452</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>;
+<a name="l00453"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0">00453</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>;
+<a name="l00454"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947">00454</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947" title="Size of contact stream buffer allocated in pinned host memory. This is double-buffered...">contactStreamSize</a>;
+<a name="l00455"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7">00455</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7" title="Size of the contact patch stream buffer allocated in pinned host memory. This is...">patchStreamSize</a>;
+<a name="l00456"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9">00456</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>;
+<a name="l00457"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8">00457</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8" title="Initial capacity of the GPU and pinned host memory heaps. Additional memory will...">heapCapacity</a>;
+<a name="l00458"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae">00458</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae" title="Capacity of found and lost buffers allocated in GPU global memory. This is used for...">foundLostPairsCapacity</a>;
+<a name="l00459"></a>00459
+<a name="l00460"></a>00460
+<a name="l00461"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">00461</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig</a>() :
+<a name="l00462"></a>00462 <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>(32 * 1024 * 1024),
+<a name="l00463"></a>00463 <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>(24 * 1024 * 1024),
+<a name="l00464"></a>00464 <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>(16 * 1024 * 1024),
+<a name="l00465"></a>00465 <a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947" title="Size of contact stream buffer allocated in pinned host memory. This is double-buffered...">contactStreamSize</a>(1024 * 512),
+<a name="l00466"></a>00466 <a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7" title="Size of the contact patch stream buffer allocated in pinned host memory. This is...">patchStreamSize</a>(1024 * 80),
+<a name="l00467"></a>00467 <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>(1 * 1024 * 1024),
+<a name="l00468"></a>00468 <a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8" title="Initial capacity of the GPU and pinned host memory heaps. Additional memory will...">heapCapacity</a>(64 * 1024 * 1024),
+<a name="l00469"></a>00469 <a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae" title="Capacity of found and lost buffers allocated in GPU global memory. This is used for...">foundLostPairsCapacity</a>(256 * 1024)
+<a name="l00470"></a>00470 {
+<a name="l00471"></a>00471 }
+<a name="l00472"></a>00472 };
+<a name="l00473"></a>00473
+<a name="l00474"></a>00474 <span class="comment">//#endif</span>
+<a name="l00475"></a>00475
+<a name="l00483"></a><a class="code" href="classPxSceneDesc.html">00483</a> <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>
+<a name="l00484"></a>00484 {
+<a name="l00485"></a>00485 <span class="keyword">public</span>:
+<a name="l00486"></a>00486
+<a name="l00497"></a><a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20">00497</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> <a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20" title="Gravity vector.">gravity</a>;
+<a name="l00498"></a>00498
+<a name="l00509"></a><a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941">00509</a> <a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>* <a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941" title="Possible notification callback.">simulationEventCallback</a>;
+<a name="l00510"></a>00510
+<a name="l00518"></a><a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90">00518</a> <a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>* <a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90" title="Possible asynchronous callback for contact modification.">contactModifyCallback</a>;
+<a name="l00519"></a>00519
+<a name="l00527"></a><a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb">00527</a> <a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>* <a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb" title="Possible asynchronous callback for contact modification.">ccdContactModifyCallback</a>;
+<a name="l00528"></a>00528
+<a name="l00538"></a><a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2">00538</a> <span class="keyword">const</span> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a>;
+<a name="l00539"></a>00539
+<a name="l00547"></a><a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883">00547</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a>;
+<a name="l00548"></a>00548
+<a name="l00558"></a><a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38">00558</a> <a class="code" href="group__physics.html#g9db06e901a760fb02c06f27bf3e474b3" title="Filter shader to specify handling of collision pairs.">PxSimulationFilterShader</a> <a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering.">filterShader</a>;
+<a name="l00559"></a>00559
+<a name="l00568"></a><a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1">00568</a> <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>* <a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1" title="A custom collision filter callback which can be used to implement more complex filtering...">filterCallback</a>;
+<a name="l00569"></a>00569
+<a name="l00577"></a><a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157">00577</a> <a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a> <a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157" title="Selects the broad-phase algorithm to use.">broadPhaseType</a>;
+<a name="l00578"></a>00578
+<a name="l00589"></a><a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91">00589</a> <a class="code" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events.">PxBroadPhaseCallback</a>* <a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91" title="Broad-phase callback.">broadPhaseCallback</a>;
+<a name="l00590"></a>00590
+<a name="l00596"></a><a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e">00596</a> <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a> <a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e" title="Expected scene limits.">limits</a>;
+<a name="l00597"></a>00597
+<a name="l00598"></a>00598
+<a name="l00609"></a><a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9">00609</a> <a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> <a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9" title="Selects the friction algorithm to use for simulation.">frictionType</a>;
+<a name="l00610"></a>00610
+<a name="l00620"></a><a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34">00620</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34" title="A contact with a relative velocity below this will not bounce. A typical value for...">bounceThresholdVelocity</a>;
+<a name="l00621"></a>00621
+<a name="l00635"></a><a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf">00635</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf" title="A threshold of contact separation distance used to decide if a contact point will...">frictionOffsetThreshold</a>;
+<a name="l00636"></a>00636
+<a name="l00646"></a><a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33">00646</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33" title="A threshold for speculative CCD. Used to control whether bias, restitution or a combination...">ccdMaxSeparation</a>;
+<a name="l00647"></a>00647
+<a name="l00653"></a><a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38">00653</a> <a class="code" href="classPxFlags.html">PxSceneFlags</a> <a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38" title="Flags used to select scene options.">flags</a>;
+<a name="l00654"></a>00654
+<a name="l00660"></a><a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725">00660</a> PxCpuDispatcher* <a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>;
+<a name="l00661"></a>00661
+<a name="l00669"></a><a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc">00669</a> PxGpuDispatcher* <a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc" title="The GPU task dispatcher for the scene.">gpuDispatcher</a>;
+<a name="l00670"></a>00670
+<a name="l00676"></a><a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7">00676</a> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> <a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects.">staticStructure</a>;
+<a name="l00677"></a>00677
+<a name="l00681"></a><a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f">00681</a> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> <a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f" title="Defines the structure used to store dynamic objects.">dynamicStructure</a>;
+<a name="l00682"></a>00682
+<a name="l00700"></a><a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3">00700</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning...">dynamicTreeRebuildRateHint</a>;
+<a name="l00701"></a>00701
+<a name="l00707"></a><a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834">00707</a> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834" title="Will be copied to PxScene::userData.">userData</a>;
+<a name="l00708"></a>00708
+<a name="l00722"></a><a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797">00722</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797" title="Defines the number of actors required to spawn a separate rigid body solver island...">solverBatchSize</a>;
+<a name="l00723"></a>00723
+<a name="l00737"></a><a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83">00737</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store...">nbContactDataBlocks</a>;
+<a name="l00738"></a>00738
+<a name="l00757"></a><a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35">00757</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store...">maxNbContactDataBlocks</a>;
+<a name="l00758"></a>00758
+<a name="l00772"></a><a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a">00772</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes).">contactReportStreamBufferSize</a>;
+<a name="l00773"></a>00773
+<a name="l00785"></a><a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9">00785</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9" title="Maximum number of CCD passes.">ccdMaxPasses</a>;
+<a name="l00786"></a>00786
+<a name="l00787"></a>00787
+<a name="l00798"></a><a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7">00798</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value.">wakeCounterResetValue</a>;
+<a name="l00799"></a>00799
+<a name="l00800"></a>00800
+<a name="l00810"></a><a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168">00810</a> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> <a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168" title="The bounds used to sanity check user-set positions of actors and articulation links...">sanityBounds</a>;
+<a name="l00811"></a>00811
+<a name="l00812"></a>00812
+<a name="l00817"></a><a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197">00817</a> <a class="code" href="structPxgDynamicsMemoryConfig.html" title="Sizes of pre-allocated buffers use for GPU dynamics.">PxgDynamicsMemoryConfig</a> <a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197" title="The pre-allocations performed in the GPU dynamics pipeline.">gpuDynamicsConfig</a>;
+<a name="l00818"></a>00818
+<a name="l00824"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00824</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a>;
+<a name="l00825"></a>00825
+<a name="l00829"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00829</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7" title="Defines which compute version the GPU dynamics should target. DO NOT MODIFY.">gpuComputeVersion</a>;
+<a name="l00830"></a>00830
+<a name="l00831"></a>00831
+<a name="l00832"></a>00832
+<a name="l00833"></a>00833 <span class="keyword">private</span>:
+<a name="l00837"></a>00837 <span class="comment">// For internal use only</span>
+<a name="l00838"></a>00838 <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a> tolerancesScale;
+<a name="l00844"></a>00844 <span class="keyword">public</span>:
+<a name="l00853"></a>00853 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>&amp; scale);
+<a name="l00854"></a>00854
+<a name="l00863"></a>00863 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8" title="(re)sets the structure to the default.">setToDefault</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>&amp; scale);
+<a name="l00864"></a>00864
+<a name="l00869"></a>00869 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641" title="Returns true if the descriptor is valid.">isValid</a>() <span class="keyword">const</span>;
+<a name="l00870"></a>00870
+<a name="l00874"></a>00874 <span class="comment">// For internal use only</span>
+<a name="l00875"></a>00875 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>&amp; getTolerancesScale()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> tolerancesScale; }
+<a name="l00879"></a>00879 };
+<a name="l00880"></a>00880
+<a name="l00881"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00881</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc::PxSceneDesc</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>&amp; scale):
+<a name="l00882"></a>00882 gravity (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)),
+<a name="l00883"></a>00883 simulationEventCallback (NULL),
+<a name="l00884"></a>00884 contactModifyCallback (NULL),
+<a name="l00885"></a>00885 ccdContactModifyCallback (NULL),
+<a name="l00886"></a>00886
+<a name="l00887"></a>00887 filterShaderData (NULL),
+<a name="l00888"></a>00888 filterShaderDataSize (0),
+<a name="l00889"></a>00889 filterShader (NULL),
+<a name="l00890"></a>00890 filterCallback (NULL),
+<a name="l00891"></a>00891 broadPhaseType (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP),
+<a name="l00892"></a>00892 broadPhaseCallback (NULL),
+<a name="l00893"></a>00893
+<a name="l00894"></a>00894 frictionType (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH),
+<a name="l00895"></a>00895 bounceThresholdVelocity (0.2f * scale.speed),
+<a name="l00896"></a>00896 frictionOffsetThreshold (0.04f * scale.length),
+<a name="l00897"></a>00897 ccdMaxSeparation (0.04f * scale.length),
+<a name="l00898"></a>00898
+<a name="l00899"></a>00899 flags (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM),
+<a name="l00900"></a>00900
+<a name="l00901"></a>00901 cpuDispatcher (NULL),
+<a name="l00902"></a>00902 gpuDispatcher (NULL),
+<a name="l00903"></a>00903
+<a name="l00904"></a>00904 staticStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
+<a name="l00905"></a>00905 dynamicStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
+<a name="l00906"></a>00906 dynamicTreeRebuildRateHint (100),
+<a name="l00907"></a>00907
+<a name="l00908"></a>00908 userData (NULL),
+<a name="l00909"></a>00909
+<a name="l00910"></a>00910 solverBatchSize (128),
+<a name="l00911"></a>00911
+<a name="l00912"></a>00912 nbContactDataBlocks (0),
+<a name="l00913"></a>00913 maxNbContactDataBlocks (1&lt;&lt;16),
+<a name="l00914"></a>00914 contactReportStreamBufferSize (8192),
+<a name="l00915"></a>00915 ccdMaxPasses (1),
+<a name="l00916"></a>00916 wakeCounterResetValue (20.0f*0.02f),
+<a name="l00917"></a>00917 sanityBounds (<a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a>(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(-<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>, -<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>, -<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>),
+<a name="l00918"></a>00918 <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>, <a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>, <a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>))),
+<a name="l00919"></a>00919 #if <a class="code" href="group__foundation.html#g0a511de410e7de7a8625fb572f88bd89">PX_SUPPORT_GPU_PHYSX</a>
+<a name="l00920"></a>00920 gpuMaxNumPartitions (8),
+<a name="l00921"></a>00921 gpuComputeVersion (0),
+<a name="l00922"></a>00922 #endif
+<a name="l00923"></a>00923 tolerancesScale (scale)
+<a name="l00924"></a>00924 {
+<a name="l00925"></a>00925 }
+<a name="l00926"></a>00926
+<a name="l00927"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">00927</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8" title="(re)sets the structure to the default.">PxSceneDesc::setToDefault</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>&amp; scale)
+<a name="l00928"></a>00928 {
+<a name="l00929"></a>00929 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale);
+<a name="l00930"></a>00930 }
+<a name="l00931"></a>00931
+<a name="l00932"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">00932</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641" title="Returns true if the descriptor is valid.">PxSceneDesc::isValid</a>()<span class="keyword"> const</span>
+<a name="l00933"></a>00933 <span class="keyword"></span>{
+<a name="l00934"></a>00934 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering.">filterShader</a> == NULL)
+<a name="l00935"></a>00935 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00936"></a>00936
+<a name="l00937"></a>00937 <span class="keywordflow">if</span>( ((<a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a> == 0) &amp;&amp; (<a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a> != NULL)) ||
+<a name="l00938"></a>00938 ((<a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a> &gt; 0) &amp;&amp; (<a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a> == NULL)) )
+<a name="l00939"></a>00939 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00940"></a>00940
+<a name="l00941"></a>00941 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e" title="Expected scene limits.">limits</a>.<a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1" title="Returns true if the descriptor is valid.">isValid</a>())
+<a name="l00942"></a>00942 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00943"></a>00943
+<a name="l00944"></a>00944 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects.">staticStructure</a>!=<a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d99001cb07511fa509eae16a4a933a77f6" title="Using a static AABB tree.">PxPruningStructureType::eSTATIC_AABB_TREE</a> &amp;&amp; <a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects.">staticStructure</a>!=<a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9374d304bffaa55f53556e2b40a592e54" title="Using a dynamic AABB tree.">PxPruningStructureType::eDYNAMIC_AABB_TREE</a>)
+<a name="l00945"></a>00945 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00946"></a>00946
+<a name="l00947"></a>00947 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning...">dynamicTreeRebuildRateHint</a> &lt; 4)
+<a name="l00948"></a>00948 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00949"></a>00949
+<a name="l00950"></a>00950 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34" title="A contact with a relative velocity below this will not bounce. A typical value for...">bounceThresholdVelocity</a> &lt; 0.0f)
+<a name="l00951"></a>00951 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00952"></a>00952 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf" title="A threshold of contact separation distance used to decide if a contact point will...">frictionOffsetThreshold</a> &lt; 0.f)
+<a name="l00953"></a>00953 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00954"></a>00954 <span class="keywordflow">if</span> (<a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33" title="A threshold for speculative CCD. Used to control whether bias, restitution or a combination...">ccdMaxSeparation</a> &lt; 0.f)
+<a name="l00955"></a>00955 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00956"></a>00956
+<a name="l00957"></a>00957 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a> == NULL)
+<a name="l00958"></a>00958 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00959"></a>00959
+<a name="l00960"></a>00960 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes).">contactReportStreamBufferSize</a> == 0)
+<a name="l00961"></a>00961 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00962"></a>00962
+<a name="l00963"></a>00963 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store...">maxNbContactDataBlocks</a> &lt; <a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store...">nbContactDataBlocks</a>)
+<a name="l00964"></a>00964 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00965"></a>00965
+<a name="l00966"></a>00966 <span class="keywordflow">if</span> (<a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value.">wakeCounterResetValue</a> &lt;= 0.0f)
+<a name="l00967"></a>00967 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00968"></a>00968
+<a name="l00969"></a>00969 <span class="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span>
+<a name="l00970"></a>00970 <span class="keywordflow">if</span>((<a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38" title="Flags used to select scene options.">flags</a> &amp; (<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0" title="Enable adaptive forces to accelerate convergence of the solver.">PxSceneFlag::eADAPTIVE_FORCE</a> | <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe" title="Enables additional stabilization pass in solver.">PxSceneFlag::eENABLE_STABILIZATION</a>)) == (<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0" title="Enable adaptive forces to accelerate convergence of the solver.">PxSceneFlag::eADAPTIVE_FORCE</a> | <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe" title="Enables additional stabilization pass in solver.">PxSceneFlag::eENABLE_STABILIZATION</a>))
+<a name="l00971"></a>00971 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00972"></a>00972
+<a name="l00973"></a>00973 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168" title="The bounds used to sanity check user-set positions of actors and articulation links...">sanityBounds</a>.<a class="code" href="group__foundation.html#g1a4839a26d49a14844a13fc6a845191e">isValid</a>())
+<a name="l00974"></a>00974 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00975"></a>00975
+<a name="l00976"></a>00976 <span class="preprocessor">#if PX_SUPPORT_GPU_PHYSX</span>
+<a name="l00977"></a>00977 <span class="preprocessor"></span> <span class="comment">//gpuMaxNumPartitions must be power of 2</span>
+<a name="l00978"></a>00978 <span class="keywordflow">if</span> ((<a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a>&amp;(<a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a> - 1)) != 0)
+<a name="l00979"></a>00979 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00980"></a>00980 <span class="preprocessor">#endif</span>
+<a name="l00981"></a>00981 <span class="preprocessor"></span>
+<a name="l00982"></a>00982 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+<a name="l00983"></a>00983 }
+<a name="l00984"></a>00984
+<a name="l00985"></a>00985
+<a name="l00986"></a>00986 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00987"></a>00987 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l00988"></a>00988 <span class="preprocessor">#endif</span>
+<a name="l00989"></a>00989 <span class="preprocessor"></span>
+<a name="l00991"></a>00991 <span class="preprocessor">#endif</span>
+</pre></div></div>
+
+<hr style="width: 100%; height: 2px;"><br>
+Copyright &copy; 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a>
+</body>
+</html>