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authorSheikh Dawood <[email protected]>2018-05-25 09:54:38 -0500
committerSheikh Dawood <[email protected]>2018-05-25 09:54:38 -0500
commitb99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1 (patch)
treede67d7adc7cc66d44c3e0a399d94d1db6bcebd0c /PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
parentPhysX 3.4, APEX 1.4 patch release @23933511 (diff)
downloadphysx-3.4-b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1.tar.xz
physx-3.4-b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1.zip
PhysX 3.4, APEX 1.4 patch release @24214033v3.4.2
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.html609
1 files changed, 305 insertions, 304 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
index 8826a1a8..fed4c020 100644
--- a/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
+++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
@@ -43,7 +43,7 @@
<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) 2008-2017 NVIDIA Corporation. All rights reserved.</span>
+<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 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
@@ -110,337 +110,338 @@
<a name="l00186"></a>00186
<a name="l00206"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53e5e231832542525c2c1faedcc4a49d11">00206</a> eDISABLE_CCD_RESWEEP = (1&lt;&lt;3),
<a name="l00207"></a>00207
-<a name="l00208"></a>00208
-<a name="l00216"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0">00216</a> eADAPTIVE_FORCE = (1&lt;&lt;4),
-<a name="l00217"></a>00217
-<a name="l00218"></a>00218
-<a name="l00229"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53ce733907cb004049960a43b9c9184b9b">00229</a> eENABLE_KINEMATIC_STATIC_PAIRS = (1&lt;&lt;5),
-<a name="l00230"></a>00230
-<a name="l00231"></a>00231
-<a name="l00242"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c538537c3d1b706799fd9bdf6496dde1dbf">00242</a> eENABLE_KINEMATIC_PAIRS = (1&lt;&lt;6),
-<a name="l00243"></a>00243
-<a name="l00244"></a>00244
-<a name="l00252"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5329717fa631812cc31261d73055762e03">00252</a> eENABLE_PCM = (1 &lt;&lt; 9),
-<a name="l00253"></a>00253
-<a name="l00262"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c538644817a9a2916453433702614672565">00262</a> eDISABLE_CONTACT_REPORT_BUFFER_RESIZE = (1 &lt;&lt; 10),
-<a name="l00263"></a>00263
-<a name="l00274"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c539f72bafbe1387992429615ab5842b07a">00274</a> eDISABLE_CONTACT_CACHE = (1 &lt;&lt; 11),
-<a name="l00275"></a>00275
-<a name="l00276"></a>00276
-<a name="l00292"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5397a4bafb1db3bba4b8ff373e16d67c5b">00292</a> eREQUIRE_RW_LOCK = (1 &lt;&lt; 12),
-<a name="l00293"></a>00293
-<a name="l00301"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe">00301</a> eENABLE_STABILIZATION = (1 &lt;&lt; 14),
-<a name="l00302"></a>00302
-<a name="l00311"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53641b016fe61d501e8cb5cdadd1b412ed">00311</a> eENABLE_AVERAGE_POINT = (1 &lt;&lt; 15),
-<a name="l00312"></a>00312
-<a name="l00326"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c531d29a32a585c1463b30332ee8e328cad">00326</a> eDEPRECATED_TRIGGER_TRIGGER_REPORTS = (1 &lt;&lt; 16),
-<a name="l00327"></a>00327
-<a name="l00340"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53a645ccb938b901ce501b50ce55c15886">00340</a> eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS = (1 &lt;&lt; 17),
-<a name="l00341"></a>00341
-<a name="l00358"></a>00358 eSUPPRESS_EAGER_SCENE_QUERY_REFIT <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1 &lt;&lt; 18),
-<a name="l00359"></a>00359
-<a name="l00360"></a>00360 <span class="comment">/*\brief Enables the GPU dynamics pipeline</span>
-<a name="l00361"></a>00361 <span class="comment"></span>
-<a name="l00362"></a>00362 <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="l00363"></a>00363 <span class="comment"></span>
-<a name="l00364"></a>00364 <span class="comment"> Note that this flag is not mutable and must be set in PxSceneDesc at scene creation.</span>
-<a name="l00365"></a>00365 <span class="comment"></span>
-<a name="l00366"></a>00366 <span class="comment"> */</span>
-<a name="l00367"></a>00367
-<a name="l00368"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fb55a7dd55b07e2ae234072e88d0b607">00368</a> eENABLE_GPU_DYNAMICS = (1 &lt;&lt; 19),
-<a name="l00369"></a>00369
-<a name="l00392"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fc106b84674b04718dd78ea4640daf86">00392</a> eENABLE_ENHANCED_DETERMINISM = (1&lt;&lt;20),
-<a name="l00393"></a>00393
-<a name="l00394"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5344d457656c5ac42d8318bfa2df7aee82">00394</a> eMUTABLE_FLAGS = eENABLE_ACTIVE_ACTORS|eENABLE_ACTIVETRANSFORMS|eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS
-<a name="l00395"></a>00395 };
-<a name="l00396"></a>00396 };
+<a name="l00215"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0">00215</a> eADAPTIVE_FORCE = (1&lt;&lt;4),
+<a name="l00216"></a>00216
+<a name="l00227"></a>00227 eENABLE_KINEMATIC_STATIC_PAIRS <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1&lt;&lt;5),
+<a name="l00228"></a>00228
+<a name="l00239"></a>00239 eENABLE_KINEMATIC_PAIRS <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1&lt;&lt;6),
+<a name="l00240"></a>00240
+<a name="l00248"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5329717fa631812cc31261d73055762e03">00248</a> eENABLE_PCM = (1 &lt;&lt; 9),
+<a name="l00249"></a>00249
+<a name="l00258"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c538644817a9a2916453433702614672565">00258</a> eDISABLE_CONTACT_REPORT_BUFFER_RESIZE = (1 &lt;&lt; 10),
+<a name="l00259"></a>00259
+<a name="l00270"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c539f72bafbe1387992429615ab5842b07a">00270</a> eDISABLE_CONTACT_CACHE = (1 &lt;&lt; 11),
+<a name="l00271"></a>00271
+<a name="l00287"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5397a4bafb1db3bba4b8ff373e16d67c5b">00287</a> eREQUIRE_RW_LOCK = (1 &lt;&lt; 12),
+<a name="l00288"></a>00288
+<a name="l00296"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe">00296</a> eENABLE_STABILIZATION = (1 &lt;&lt; 14),
+<a name="l00297"></a>00297
+<a name="l00306"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53641b016fe61d501e8cb5cdadd1b412ed">00306</a> eENABLE_AVERAGE_POINT = (1 &lt;&lt; 15),
+<a name="l00307"></a>00307
+<a name="l00321"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c531d29a32a585c1463b30332ee8e328cad">00321</a> eDEPRECATED_TRIGGER_TRIGGER_REPORTS = (1 &lt;&lt; 16),
+<a name="l00322"></a>00322
+<a name="l00335"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53a645ccb938b901ce501b50ce55c15886">00335</a> eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS = (1 &lt;&lt; 17),
+<a name="l00336"></a>00336
+<a name="l00352"></a>00352 eSUPPRESS_EAGER_SCENE_QUERY_REFIT PX_DEPRECATED = (1 &lt;&lt; 18),
+<a name="l00353"></a>00353
+<a name="l00354"></a>00354 <span class="comment">/*\brief Enables the GPU dynamics pipeline</span>
+<a name="l00355"></a>00355 <span class="comment"></span>
+<a name="l00356"></a>00356 <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="l00357"></a>00357 <span class="comment"></span>
+<a name="l00358"></a>00358 <span class="comment"> Note that this flag is not mutable and must be set in PxSceneDesc at scene creation.</span>
+<a name="l00359"></a>00359 <span class="comment"> */</span>
+<a name="l00360"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fb55a7dd55b07e2ae234072e88d0b607">00360</a> eENABLE_GPU_DYNAMICS = (1 &lt;&lt; 19),
+<a name="l00361"></a>00361
+<a name="l00383"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fc106b84674b04718dd78ea4640daf86">00383</a> eENABLE_ENHANCED_DETERMINISM = (1&lt;&lt;20),
+<a name="l00384"></a>00384
+<a name="l00385"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5344d457656c5ac42d8318bfa2df7aee82">00385</a> eMUTABLE_FLAGS = eENABLE_ACTIVE_ACTORS|eENABLE_ACTIVETRANSFORMS|eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS
+<a name="l00386"></a>00386 };
+<a name="l00387"></a>00387 };
+<a name="l00388"></a>00388
+<a name="l00389"></a>00389
+<a name="l00395"></a><a class="code" href="group__physics.html#g54a626a9a6d80543048bffc654814704">00395</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="l00396"></a>00396 <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="l00397"></a>00397
<a name="l00398"></a>00398
-<a name="l00404"></a><a class="code" href="group__physics.html#g54a626a9a6d80543048bffc654814704">00404</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="l00405"></a>00405 <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="l00406"></a>00406
-<a name="l00407"></a>00407
-<a name="l00408"></a>00408 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="l00409"></a>00409 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="l00410"></a>00410 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="l00411"></a>00411 class <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>;
-<a name="l00412"></a>00412
-<a name="l00421"></a><a class="code" href="classPxSceneLimits.html">00421</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="l00422"></a>00422 {
-<a name="l00423"></a>00423 <span class="keyword">public</span>:
-<a name="l00424"></a><a class="code" href="classPxSceneLimits.html#f0a6bbbff2a3c1ce5cf80d2ef3666cf5">00424</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbActors;
-<a name="l00425"></a><a class="code" href="classPxSceneLimits.html#d0eaee83c330232159c791093abc0f4c">00425</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbBodies;
-<a name="l00426"></a><a class="code" href="classPxSceneLimits.html#5269e317c229389fc49ed658d60f1a7e">00426</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbStaticShapes;
-<a name="l00427"></a><a class="code" href="classPxSceneLimits.html#2657acecc1cc484fc48a1263f4fc0427">00427</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbDynamicShapes;
-<a name="l00428"></a><a class="code" href="classPxSceneLimits.html#d44cb62b261514d8937077f75b40c5cc">00428</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbAggregates;
-<a name="l00429"></a><a class="code" href="classPxSceneLimits.html#4226fb580e6cf704af33208a931bfd0e">00429</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbConstraints;
-<a name="l00430"></a><a class="code" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af">00430</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbRegions;
-<a name="l00431"></a><a class="code" href="classPxSceneLimits.html#8f662dce363bf4b21782a0d33b309446">00431</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbBroadPhaseOverlaps;
-<a name="l00432"></a><a class="code" href="classPxSceneLimits.html#098be54fe1199d3a31c9cb91f2eec003">00432</a> <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbObjectsPerRegion;
-<a name="l00433"></a>00433
-<a name="l00437"></a>00437 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> PxSceneLimits();
-<a name="l00438"></a>00438
-<a name="l00442"></a>00442 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault();
-<a name="l00443"></a>00443
-<a name="l00448"></a>00448 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
-<a name="l00449"></a>00449 };
-<a name="l00450"></a>00450
-<a name="l00451"></a><a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7">00451</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="l00452"></a>00452 maxNbActors (0),
-<a name="l00453"></a>00453 maxNbBodies (0),
-<a name="l00454"></a>00454 maxNbStaticShapes (0),
-<a name="l00455"></a>00455 maxNbDynamicShapes (0),
-<a name="l00456"></a>00456 maxNbAggregates (0),
-<a name="l00457"></a>00457 maxNbConstraints (0),
-<a name="l00458"></a>00458 maxNbRegions (0),
-<a name="l00459"></a>00459 maxNbBroadPhaseOverlaps (0),
-<a name="l00460"></a>00460 maxNbObjectsPerRegion (0)
-<a name="l00461"></a>00461 {
-<a name="l00462"></a>00462 }
-<a name="l00463"></a>00463
-<a name="l00464"></a><a class="code" href="group__physics.html#ge673c050f15b0fc912860adbb3394e34">00464</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="l00465"></a>00465 {
-<a name="l00466"></a>00466 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7" title="constructor sets to default">PxSceneLimits</a>();
-<a name="l00467"></a>00467 }
-<a name="l00468"></a>00468
-<a name="l00469"></a><a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1">00469</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="l00470"></a>00470 <span class="keyword"></span>{
-<a name="l00471"></a>00471 <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="l00472"></a>00472 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00473"></a>00473
-<a name="l00474"></a>00474 <span class="keywordflow">return</span> <span class="keyword">true</span>;
-<a name="l00475"></a>00475 }
-<a name="l00476"></a>00476
-<a name="l00477"></a>00477 <span class="comment">//#if PX_SUPPORT_GPU_PHYSX</span>
-<a name="l00482"></a><a class="code" href="structPxgDynamicsMemoryConfig.html">00482</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="l00483"></a>00483 {
-<a name="l00484"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506">00484</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="l00485"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9">00485</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="l00486"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0">00486</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="l00487"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947">00487</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="l00488"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7">00488</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="l00489"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9">00489</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="l00490"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8">00490</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="l00491"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae">00491</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="l00492"></a>00492
-<a name="l00493"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">00493</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig</a>() :
-<a name="l00494"></a>00494 <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>(32 * 1024 * 1024),
-<a name="l00495"></a>00495 <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>(24 * 1024 * 1024),
-<a name="l00496"></a>00496 <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>(16 * 1024 * 1024),
-<a name="l00497"></a>00497 <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="l00498"></a>00498 <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="l00499"></a>00499 <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>(1 * 1024 * 1024),
-<a name="l00500"></a>00500 <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="l00501"></a>00501 <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="l00502"></a>00502 {
-<a name="l00503"></a>00503 }
-<a name="l00504"></a>00504 };
-<a name="l00505"></a>00505
-<a name="l00506"></a>00506 <span class="comment">//#endif</span>
-<a name="l00507"></a>00507
-<a name="l00515"></a><a class="code" href="classPxSceneDesc.html">00515</a> <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>
-<a name="l00516"></a>00516 {
-<a name="l00517"></a>00517 <span class="keyword">public</span>:
-<a name="l00518"></a>00518
-<a name="l00529"></a><a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20">00529</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="l00530"></a>00530
-<a name="l00541"></a><a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941">00541</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="l00399"></a>00399 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="l00400"></a>00400 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="l00401"></a>00401 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="l00402"></a>00402 class <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>;
+<a name="l00403"></a>00403
+<a name="l00412"></a><a class="code" href="classPxSceneLimits.html">00412</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="l00413"></a>00413 {
+<a name="l00414"></a>00414 <span class="keyword">public</span>:
+<a name="l00415"></a><a class="code" href="classPxSceneLimits.html#f0a6bbbff2a3c1ce5cf80d2ef3666cf5">00415</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbActors;
+<a name="l00416"></a><a class="code" href="classPxSceneLimits.html#d0eaee83c330232159c791093abc0f4c">00416</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbBodies;
+<a name="l00417"></a><a class="code" href="classPxSceneLimits.html#5269e317c229389fc49ed658d60f1a7e">00417</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbStaticShapes;
+<a name="l00418"></a><a class="code" href="classPxSceneLimits.html#2657acecc1cc484fc48a1263f4fc0427">00418</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbDynamicShapes;
+<a name="l00419"></a><a class="code" href="classPxSceneLimits.html#d44cb62b261514d8937077f75b40c5cc">00419</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbAggregates;
+<a name="l00420"></a><a class="code" href="classPxSceneLimits.html#4226fb580e6cf704af33208a931bfd0e">00420</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbConstraints;
+<a name="l00421"></a><a class="code" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af">00421</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbRegions;
+<a name="l00422"></a><a class="code" href="classPxSceneLimits.html#8f662dce363bf4b21782a0d33b309446">00422</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbBroadPhaseOverlaps;
+<a name="l00423"></a><a class="code" href="classPxSceneLimits.html#098be54fe1199d3a31c9cb91f2eec003">00423</a> PX_DEPRECATED <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbObjectsPerRegion;
+<a name="l00424"></a>00424
+<a name="l00428"></a>00428 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> PxSceneLimits();
+<a name="l00429"></a>00429
+<a name="l00433"></a>00433 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault();
+<a name="l00434"></a>00434
+<a name="l00439"></a>00439 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
+<a name="l00440"></a>00440 };
+<a name="l00441"></a>00441
+<a name="l00442"></a><a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7">00442</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="l00443"></a>00443 maxNbActors (0),
+<a name="l00444"></a>00444 maxNbBodies (0),
+<a name="l00445"></a>00445 maxNbStaticShapes (0),
+<a name="l00446"></a>00446 maxNbDynamicShapes (0),
+<a name="l00447"></a>00447 maxNbAggregates (0),
+<a name="l00448"></a>00448 maxNbConstraints (0),
+<a name="l00449"></a>00449 maxNbRegions (0),
+<a name="l00450"></a>00450 maxNbBroadPhaseOverlaps (0),
+<a name="l00451"></a>00451 maxNbObjectsPerRegion (0)
+<a name="l00452"></a>00452 {
+<a name="l00453"></a>00453 }
+<a name="l00454"></a>00454
+<a name="l00455"></a><a class="code" href="group__physics.html#ge673c050f15b0fc912860adbb3394e34">00455</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="l00456"></a>00456 {
+<a name="l00457"></a>00457 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7" title="constructor sets to default">PxSceneLimits</a>();
+<a name="l00458"></a>00458 }
+<a name="l00459"></a>00459
+<a name="l00460"></a><a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1">00460</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="l00461"></a>00461 <span class="keyword"></span>{
+<a name="l00462"></a>00462 <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="l00463"></a>00463 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00464"></a>00464
+<a name="l00465"></a>00465 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+<a name="l00466"></a>00466 }
+<a name="l00467"></a>00467
+<a name="l00468"></a>00468 <span class="comment">//#if PX_SUPPORT_GPU_PHYSX</span>
+<a name="l00473"></a><a class="code" href="structPxgDynamicsMemoryConfig.html">00473</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="l00474"></a>00474 {
+<a name="l00475"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506">00475</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="l00476"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9">00476</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="l00477"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0">00477</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="l00478"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947">00478</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="l00479"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7">00479</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="l00480"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9">00480</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="l00481"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8">00481</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="l00482"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae">00482</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="l00483"></a>00483
+<a name="l00484"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">00484</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig</a>() :
+<a name="l00485"></a>00485 <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>(32 * 1024 * 1024),
+<a name="l00486"></a>00486 <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>(24 * 1024 * 1024),
+<a name="l00487"></a>00487 <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>(16 * 1024 * 1024),
+<a name="l00488"></a>00488 <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="l00489"></a>00489 <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="l00490"></a>00490 <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>(1 * 1024 * 1024),
+<a name="l00491"></a>00491 <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="l00492"></a>00492 <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="l00493"></a>00493 {
+<a name="l00494"></a>00494 }
+<a name="l00495"></a>00495 };
+<a name="l00496"></a>00496
+<a name="l00497"></a>00497 <span class="comment">//#endif</span>
+<a name="l00498"></a>00498
+<a name="l00506"></a><a class="code" href="classPxSceneDesc.html">00506</a> <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>
+<a name="l00507"></a>00507 {
+<a name="l00508"></a>00508 <span class="keyword">public</span>:
+<a name="l00509"></a>00509
+<a name="l00520"></a><a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20">00520</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="l00521"></a>00521
+<a name="l00532"></a><a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941">00532</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="l00533"></a>00533
+<a name="l00541"></a><a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90">00541</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="l00542"></a>00542
-<a name="l00550"></a><a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90">00550</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="l00550"></a><a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb">00550</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="l00551"></a>00551
-<a name="l00559"></a><a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb">00559</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="l00560"></a>00560
-<a name="l00570"></a><a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2">00570</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="l00561"></a><a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2">00561</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="l00562"></a>00562
+<a name="l00570"></a><a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883">00570</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="l00571"></a>00571
-<a name="l00579"></a><a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883">00579</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="l00580"></a>00580
-<a name="l00590"></a><a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38">00590</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="l00591"></a>00591
-<a name="l00600"></a><a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1">00600</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="l00581"></a><a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38">00581</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="l00582"></a>00582
+<a name="l00591"></a><a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1">00591</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="l00592"></a>00592
+<a name="l00600"></a><a class="code" href="classPxSceneDesc.html#90e220df7cb1f25852d4cc62cecd8869">00600</a> <a class="code" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> <a class="code" href="classPxSceneDesc.html#90e220df7cb1f25852d4cc62cecd8869" title="Filtering mode for kinematic-kinematic pairs in the broadphase.">kineKineFilteringMode</a>;
<a name="l00601"></a>00601
-<a name="l00609"></a><a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157">00609</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="l00609"></a><a class="code" href="classPxSceneDesc.html#1ff29795e987f8f9b347545468915de2">00609</a> <a class="code" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> <a class="code" href="classPxSceneDesc.html#1ff29795e987f8f9b347545468915de2" title="Filtering mode for static-kinematic pairs in the broadphase.">staticKineFilteringMode</a>;
<a name="l00610"></a>00610
-<a name="l00621"></a><a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91">00621</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="l00622"></a>00622
-<a name="l00628"></a><a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e">00628</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="l00629"></a>00629
-<a name="l00640"></a><a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9">00640</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="l00641"></a>00641
-<a name="l00651"></a><a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34">00651</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="l00652"></a>00652
-<a name="l00666"></a><a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf">00666</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="l00667"></a>00667
-<a name="l00677"></a><a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33">00677</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="l00678"></a>00678
-<a name="l00687"></a><a class="code" href="classPxSceneDesc.html#91b6c205bf684c0f41432a23c1323ee2">00687</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#91b6c205bf684c0f41432a23c1323ee2" title="A slop value used to zero contact offsets from the body&amp;#39;s COM on an axis if the...">solverOffsetSlop</a>;
-<a name="l00688"></a>00688
-<a name="l00694"></a><a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38">00694</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="l00695"></a>00695
-<a name="l00701"></a><a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725">00701</a> PxCpuDispatcher* <a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>;
-<a name="l00702"></a>00702
-<a name="l00710"></a><a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc">00710</a> PxGpuDispatcher* <a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc" title="The GPU task dispatcher for the scene.">gpuDispatcher</a>;
+<a name="l00618"></a><a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157">00618</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="l00619"></a>00619
+<a name="l00630"></a><a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91">00630</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="l00631"></a>00631
+<a name="l00637"></a><a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e">00637</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="l00638"></a>00638
+<a name="l00649"></a><a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9">00649</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="l00650"></a>00650
+<a name="l00660"></a><a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34">00660</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="l00661"></a>00661
+<a name="l00675"></a><a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf">00675</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="l00676"></a>00676
+<a name="l00686"></a><a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33">00686</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="l00687"></a>00687
+<a name="l00696"></a><a class="code" href="classPxSceneDesc.html#91b6c205bf684c0f41432a23c1323ee2">00696</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#91b6c205bf684c0f41432a23c1323ee2" title="A slop value used to zero contact offsets from the body&amp;#39;s COM on an axis if the...">solverOffsetSlop</a>;
+<a name="l00697"></a>00697
+<a name="l00703"></a><a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38">00703</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="l00704"></a>00704
+<a name="l00710"></a><a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725">00710</a> PxCpuDispatcher* <a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>;
<a name="l00711"></a>00711
-<a name="l00717"></a><a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7">00717</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="l00718"></a>00718
-<a name="l00722"></a><a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f">00722</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="l00723"></a>00723
-<a name="l00741"></a><a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3">00741</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="l00742"></a>00742
-<a name="l00750"></a><a class="code" href="classPxSceneDesc.html#466c85f090678a01f2c6ee85b9584e7a">00750</a> <a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> <a class="code" href="classPxSceneDesc.html#466c85f090678a01f2c6ee85b9584e7a" title="Defines the scene query update mode.">sceneQueryUpdateMode</a>;
+<a name="l00719"></a><a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc">00719</a> PxGpuDispatcher* <a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc" title="The GPU task dispatcher for the scene.">gpuDispatcher</a>;
+<a name="l00720"></a>00720
+<a name="l00726"></a><a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7">00726</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="l00727"></a>00727
+<a name="l00731"></a><a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f">00731</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="l00732"></a>00732
+<a name="l00750"></a><a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3">00750</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="l00751"></a>00751
-<a name="l00757"></a><a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834">00757</a> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834" title="Will be copied to PxScene::userData.">userData</a>;
-<a name="l00758"></a>00758
-<a name="l00772"></a><a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797">00772</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="l00773"></a>00773
-<a name="l00787"></a><a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83">00787</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="l00788"></a>00788
-<a name="l00807"></a><a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35">00807</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="l00808"></a>00808
-<a name="l00825"></a><a class="code" href="classPxSceneDesc.html#65bbe399965691dec83ba3fe1a5082ec">00825</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#65bbe399965691dec83ba3fe1a5082ec" title="The maximum bias coefficient used in the constraint solver.">maxBiasCoefficient</a>;
-<a name="l00826"></a>00826
-<a name="l00840"></a><a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a">00840</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="l00841"></a>00841
-<a name="l00853"></a><a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9">00853</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="l00854"></a>00854
-<a name="l00865"></a><a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7">00865</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="l00866"></a>00866
-<a name="l00876"></a><a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168">00876</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="l00877"></a>00877
-<a name="l00881"></a><a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197">00881</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="l00882"></a>00882
-<a name="l00889"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00889</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="l00890"></a>00890
-<a name="l00894"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00894</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="l00895"></a>00895
-<a name="l00896"></a>00896 <span class="keyword">private</span>:
-<a name="l00900"></a>00900 <span class="comment">// For internal use only</span>
-<a name="l00901"></a>00901 <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="l00907"></a>00907 <span class="keyword">public</span>:
-<a name="l00916"></a>00916 <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="l00917"></a>00917
-<a name="l00926"></a>00926 <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="l00927"></a>00927
-<a name="l00932"></a>00932 <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="l00933"></a>00933
-<a name="l00937"></a>00937 <span class="comment">// For internal use only</span>
-<a name="l00938"></a>00938 <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="l00942"></a>00942 };
-<a name="l00943"></a>00943
-<a name="l00944"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00944</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="l00945"></a>00945 gravity (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)),
-<a name="l00946"></a>00946 simulationEventCallback (NULL),
-<a name="l00947"></a>00947 contactModifyCallback (NULL),
-<a name="l00948"></a>00948 ccdContactModifyCallback (NULL),
-<a name="l00949"></a>00949
-<a name="l00950"></a>00950 filterShaderData (NULL),
-<a name="l00951"></a>00951 filterShaderDataSize (0),
-<a name="l00952"></a>00952 filterShader (NULL),
-<a name="l00953"></a>00953 filterCallback (NULL),
-<a name="l00954"></a>00954 broadPhaseType (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP),
-<a name="l00955"></a>00955 broadPhaseCallback (NULL),
-<a name="l00956"></a>00956
-<a name="l00957"></a>00957 frictionType (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH),
-<a name="l00958"></a>00958 bounceThresholdVelocity (0.2f * scale.speed),
-<a name="l00959"></a>00959 frictionOffsetThreshold (0.04f * scale.length),
-<a name="l00960"></a>00960 ccdMaxSeparation (0.04f * scale.length),
-<a name="l00961"></a>00961 solverOffsetSlop (0.0f),
-<a name="l00962"></a>00962
-<a name="l00963"></a>00963 flags (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM),
-<a name="l00964"></a>00964
-<a name="l00965"></a>00965 cpuDispatcher (NULL),
-<a name="l00966"></a>00966 gpuDispatcher (NULL),
-<a name="l00967"></a>00967
-<a name="l00968"></a>00968 staticStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
-<a name="l00969"></a>00969 dynamicStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
-<a name="l00970"></a>00970 dynamicTreeRebuildRateHint (100),
-<a name="l00971"></a>00971 sceneQueryUpdateMode (<a class="code" href="structPxSceneQueryUpdateMode.html" title="Scene query update mode.">PxSceneQueryUpdateMode</a>::eBUILD_ENABLED_COMMIT_ENABLED),
-<a name="l00972"></a>00972
-<a name="l00973"></a>00973 userData (NULL),
-<a name="l00974"></a>00974
-<a name="l00975"></a>00975 solverBatchSize (128),
-<a name="l00976"></a>00976
-<a name="l00977"></a>00977 nbContactDataBlocks (0),
-<a name="l00978"></a>00978 maxNbContactDataBlocks (1&lt;&lt;16),
-<a name="l00979"></a>00979 maxBiasCoefficient (<a class="code" href="group__foundation.html#g7539e08056ea09ff1c341b866b7103f4">PX_MAX_F32</a>),
-<a name="l00980"></a>00980 contactReportStreamBufferSize (8192),
-<a name="l00981"></a>00981 ccdMaxPasses (1),
-<a name="l00982"></a>00982 wakeCounterResetValue (20.0f*0.02f),
-<a name="l00983"></a>00983 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="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>))),
-<a name="l00984"></a>00984
-<a name="l00985"></a>00985 gpuMaxNumPartitions (8),
-<a name="l00986"></a>00986 gpuComputeVersion (0),
+<a name="l00759"></a><a class="code" href="classPxSceneDesc.html#466c85f090678a01f2c6ee85b9584e7a">00759</a> <a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> <a class="code" href="classPxSceneDesc.html#466c85f090678a01f2c6ee85b9584e7a" title="Defines the scene query update mode.">sceneQueryUpdateMode</a>;
+<a name="l00760"></a>00760
+<a name="l00766"></a><a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834">00766</a> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834" title="Will be copied to PxScene::userData.">userData</a>;
+<a name="l00767"></a>00767
+<a name="l00781"></a><a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797">00781</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="l00782"></a>00782
+<a name="l00796"></a><a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83">00796</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="l00797"></a>00797
+<a name="l00816"></a><a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35">00816</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="l00817"></a>00817
+<a name="l00834"></a><a class="code" href="classPxSceneDesc.html#65bbe399965691dec83ba3fe1a5082ec">00834</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#65bbe399965691dec83ba3fe1a5082ec" title="The maximum bias coefficient used in the constraint solver.">maxBiasCoefficient</a>;
+<a name="l00835"></a>00835
+<a name="l00849"></a><a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a">00849</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="l00850"></a>00850
+<a name="l00862"></a><a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9">00862</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="l00863"></a>00863
+<a name="l00874"></a><a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7">00874</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="l00875"></a>00875
+<a name="l00885"></a><a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168">00885</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="l00886"></a>00886
+<a name="l00890"></a><a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197">00890</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="l00891"></a>00891
+<a name="l00898"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00898</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="l00899"></a>00899
+<a name="l00903"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00903</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="l00904"></a>00904
+<a name="l00905"></a>00905 <span class="keyword">private</span>:
+<a name="l00909"></a>00909 <span class="comment">// For internal use only</span>
+<a name="l00910"></a>00910 <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="l00916"></a>00916 <span class="keyword">public</span>:
+<a name="l00925"></a>00925 <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="l00926"></a>00926
+<a name="l00935"></a>00935 <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="l00936"></a>00936
+<a name="l00941"></a>00941 <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="l00942"></a>00942
+<a name="l00946"></a>00946 <span class="comment">// For internal use only</span>
+<a name="l00947"></a>00947 <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="l00951"></a>00951 };
+<a name="l00952"></a>00952
+<a name="l00953"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00953</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="l00954"></a>00954 gravity (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)),
+<a name="l00955"></a>00955 simulationEventCallback (NULL),
+<a name="l00956"></a>00956 contactModifyCallback (NULL),
+<a name="l00957"></a>00957 ccdContactModifyCallback (NULL),
+<a name="l00958"></a>00958
+<a name="l00959"></a>00959 filterShaderData (NULL),
+<a name="l00960"></a>00960 filterShaderDataSize (0),
+<a name="l00961"></a>00961 filterShader (NULL),
+<a name="l00962"></a>00962 filterCallback (NULL),
+<a name="l00963"></a>00963
+<a name="l00964"></a>00964 kineKineFilteringMode (<a class="code" href="structPxPairFilteringMode.html">PxPairFilteringMode</a>::eDEFAULT),
+<a name="l00965"></a>00965 staticKineFilteringMode (<a class="code" href="structPxPairFilteringMode.html">PxPairFilteringMode</a>::eDEFAULT),
+<a name="l00966"></a>00966
+<a name="l00967"></a>00967 broadPhaseType (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP),
+<a name="l00968"></a>00968 broadPhaseCallback (NULL),
+<a name="l00969"></a>00969
+<a name="l00970"></a>00970 frictionType (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH),
+<a name="l00971"></a>00971 bounceThresholdVelocity (0.2f * scale.speed),
+<a name="l00972"></a>00972 frictionOffsetThreshold (0.04f * scale.length),
+<a name="l00973"></a>00973 ccdMaxSeparation (0.04f * scale.length),
+<a name="l00974"></a>00974 solverOffsetSlop (0.0f),
+<a name="l00975"></a>00975
+<a name="l00976"></a>00976 flags (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM),
+<a name="l00977"></a>00977
+<a name="l00978"></a>00978 cpuDispatcher (NULL),
+<a name="l00979"></a>00979 gpuDispatcher (NULL),
+<a name="l00980"></a>00980
+<a name="l00981"></a>00981 staticStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
+<a name="l00982"></a>00982 dynamicStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
+<a name="l00983"></a>00983 dynamicTreeRebuildRateHint (100),
+<a name="l00984"></a>00984 sceneQueryUpdateMode (<a class="code" href="structPxSceneQueryUpdateMode.html" title="Scene query update mode.">PxSceneQueryUpdateMode</a>::eBUILD_ENABLED_COMMIT_ENABLED),
+<a name="l00985"></a>00985
+<a name="l00986"></a>00986 userData (NULL),
<a name="l00987"></a>00987
-<a name="l00988"></a>00988 tolerancesScale (scale)
-<a name="l00989"></a>00989 {
-<a name="l00990"></a>00990 }
-<a name="l00991"></a>00991
-<a name="l00992"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">00992</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="l00993"></a>00993 {
-<a name="l00994"></a>00994 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale);
-<a name="l00995"></a>00995 }
-<a name="l00996"></a>00996
-<a name="l00997"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">00997</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="l00998"></a>00998 <span class="keyword"></span>{
-<a name="l00999"></a>00999 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering.">filterShader</a>)
-<a name="l01000"></a>01000 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01001"></a>01001
-<a name="l01002"></a>01002 <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="l01003"></a>01003 ((<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="l01004"></a>01004 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01005"></a>01005
-<a name="l01006"></a>01006 <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="l01007"></a>01007 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01008"></a>01008
-<a name="l01009"></a>01009 <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="l01010"></a>01010 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01011"></a>01011
-<a name="l01012"></a>01012 <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="l00988"></a>00988 solverBatchSize (128),
+<a name="l00989"></a>00989
+<a name="l00990"></a>00990 nbContactDataBlocks (0),
+<a name="l00991"></a>00991 maxNbContactDataBlocks (1&lt;&lt;16),
+<a name="l00992"></a>00992 maxBiasCoefficient (<a class="code" href="group__foundation.html#g7539e08056ea09ff1c341b866b7103f4">PX_MAX_F32</a>),
+<a name="l00993"></a>00993 contactReportStreamBufferSize (8192),
+<a name="l00994"></a>00994 ccdMaxPasses (1),
+<a name="l00995"></a>00995 wakeCounterResetValue (20.0f*0.02f),
+<a name="l00996"></a>00996 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="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>))),
+<a name="l00997"></a>00997
+<a name="l00998"></a>00998 gpuMaxNumPartitions (8),
+<a name="l00999"></a>00999 gpuComputeVersion (0),
+<a name="l01000"></a>01000
+<a name="l01001"></a>01001 tolerancesScale (scale)
+<a name="l01002"></a>01002 {
+<a name="l01003"></a>01003 }
+<a name="l01004"></a>01004
+<a name="l01005"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">01005</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="l01006"></a>01006 {
+<a name="l01007"></a>01007 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale);
+<a name="l01008"></a>01008 }
+<a name="l01009"></a>01009
+<a name="l01010"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">01010</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="l01011"></a>01011 <span class="keyword"></span>{
+<a name="l01012"></a>01012 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering.">filterShader</a>)
<a name="l01013"></a>01013 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01014"></a>01014
-<a name="l01015"></a>01015 <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="l01016"></a>01016 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01017"></a>01017 <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; 0.0f)
-<a name="l01018"></a>01018 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01019"></a>01019 <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; 0.0f)
+<a name="l01015"></a>01015 <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="l01016"></a>01016 ((<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="l01017"></a>01017 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01018"></a>01018
+<a name="l01019"></a>01019 <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="l01020"></a>01020 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01021"></a>01021
-<a name="l01022"></a>01022 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>)
+<a name="l01022"></a>01022 <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="l01023"></a>01023 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01024"></a>01024
-<a name="l01025"></a>01025 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes).">contactReportStreamBufferSize</a>)
+<a name="l01025"></a>01025 <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="l01026"></a>01026 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01027"></a>01027
-<a name="l01028"></a>01028 <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="l01028"></a>01028 <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="l01029"></a>01029 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01030"></a>01030
-<a name="l01031"></a>01031 <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="l01032"></a>01032 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01033"></a>01033
-<a name="l01034"></a>01034 <span class="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span>
-<a name="l01035"></a>01035 <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="l01030"></a>01030 <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; 0.0f)
+<a name="l01031"></a>01031 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01032"></a>01032 <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; 0.0f)
+<a name="l01033"></a>01033 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01034"></a>01034
+<a name="l01035"></a>01035 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>)
<a name="l01036"></a>01036 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01037"></a>01037
-<a name="l01038"></a>01038 <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="l01038"></a>01038 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes).">contactReportStreamBufferSize</a>)
<a name="l01039"></a>01039 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01040"></a>01040
-<a name="l01041"></a>01041 <span class="comment">//gpuMaxNumPartitions must be power of 2</span>
-<a name="l01042"></a>01042 <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="l01043"></a>01043 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l01044"></a>01044 <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> &gt; 32)
+<a name="l01041"></a>01041 <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="l01042"></a>01042 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01043"></a>01043
+<a name="l01044"></a>01044 <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="l01045"></a>01045 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01046"></a>01046
-<a name="l01047"></a>01047 <span class="keywordflow">return</span> <span class="keyword">true</span>;
-<a name="l01048"></a>01048 }
-<a name="l01049"></a>01049
+<a name="l01047"></a>01047 <span class="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span>
+<a name="l01048"></a>01048 <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="l01049"></a>01049 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01050"></a>01050
-<a name="l01051"></a>01051 <span class="preprocessor">#if !PX_DOXYGEN</span>
-<a name="l01052"></a>01052 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
-<a name="l01053"></a>01053 <span class="preprocessor">#endif</span>
-<a name="l01054"></a>01054 <span class="preprocessor"></span>
-<a name="l01056"></a>01056 <span class="preprocessor">#endif</span>
+<a name="l01051"></a>01051 <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="l01052"></a>01052 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01053"></a>01053
+<a name="l01054"></a>01054 <span class="comment">//gpuMaxNumPartitions must be power of 2</span>
+<a name="l01055"></a>01055 <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="l01056"></a>01056 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01057"></a>01057 <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> &gt; 32)
+<a name="l01058"></a>01058 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01059"></a>01059
+<a name="l01060"></a>01060 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+<a name="l01061"></a>01061 }
+<a name="l01062"></a>01062
+<a name="l01063"></a>01063
+<a name="l01064"></a>01064 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l01065"></a>01065 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l01066"></a>01066 <span class="preprocessor">#endif</span>
+<a name="l01067"></a>01067 <span class="preprocessor"></span>
+<a name="l01069"></a>01069 <span class="preprocessor">#endif</span>
</pre></div></div>
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+Copyright &copy; 2008-2018 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>
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