aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
diff options
context:
space:
mode:
authorSheikh Dawood Abdul Ajees <[email protected]>2017-09-15 15:41:57 -0500
committerSheikh Dawood Abdul Ajees <[email protected]>2017-09-15 15:41:57 -0500
commitd1c812f1162e5fdb13c215792725b2591d7428f5 (patch)
tree407056c45c7e9320c48fca6a3697d81a061c4ea0 /PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
parentPhysX 3.4, APEX 1.4 patch release @22121272 (diff)
downloadphysx-3.4-d1c812f1162e5fdb13c215792725b2591d7428f5.tar.xz
physx-3.4-d1c812f1162e5fdb13c215792725b2591d7428f5.zip
PhysX 3.4.1, APEX 1.4.1 Release @22845541v3.4.1
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.html308
1 files changed, 156 insertions, 152 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 83b90ef0..1d2652ed 100644
--- a/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
+++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
@@ -262,165 +262,169 @@
<a name="l00634"></a>00634
<a name="l00644"></a><a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33">00644</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="l00645"></a>00645
-<a name="l00651"></a><a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38">00651</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="l00652"></a>00652
-<a name="l00658"></a><a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725">00658</a> PxCpuDispatcher* <a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>;
-<a name="l00659"></a>00659
-<a name="l00667"></a><a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc">00667</a> PxGpuDispatcher* <a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc" title="The GPU task dispatcher for the scene.">gpuDispatcher</a>;
-<a name="l00668"></a>00668
-<a name="l00674"></a><a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7">00674</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="l00675"></a>00675
-<a name="l00679"></a><a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f">00679</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="l00680"></a>00680
-<a name="l00698"></a><a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3">00698</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="l00699"></a>00699
-<a name="l00705"></a><a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834">00705</a> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834" title="Will be copied to PxScene::userData.">userData</a>;
-<a name="l00706"></a>00706
-<a name="l00720"></a><a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797">00720</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="l00721"></a>00721
-<a name="l00735"></a><a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83">00735</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="l00736"></a>00736
-<a name="l00755"></a><a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35">00755</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="l00756"></a>00756
-<a name="l00770"></a><a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a">00770</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="l00771"></a>00771
-<a name="l00783"></a><a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9">00783</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="l00654"></a><a class="code" href="classPxSceneDesc.html#91b6c205bf684c0f41432a23c1323ee2">00654</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="l00655"></a>00655
+<a name="l00661"></a><a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38">00661</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="l00662"></a>00662
+<a name="l00668"></a><a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725">00668</a> PxCpuDispatcher* <a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>;
+<a name="l00669"></a>00669
+<a name="l00677"></a><a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc">00677</a> PxGpuDispatcher* <a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc" title="The GPU task dispatcher for the scene.">gpuDispatcher</a>;
+<a name="l00678"></a>00678
+<a name="l00684"></a><a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7">00684</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="l00685"></a>00685
+<a name="l00689"></a><a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f">00689</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="l00690"></a>00690
+<a name="l00708"></a><a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3">00708</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="l00709"></a>00709
+<a name="l00715"></a><a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834">00715</a> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834" title="Will be copied to PxScene::userData.">userData</a>;
+<a name="l00716"></a>00716
+<a name="l00730"></a><a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797">00730</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="l00731"></a>00731
+<a name="l00745"></a><a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83">00745</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="l00746"></a>00746
+<a name="l00765"></a><a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35">00765</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="l00766"></a>00766
+<a name="l00783"></a><a class="code" href="classPxSceneDesc.html#65bbe399965691dec83ba3fe1a5082ec">00783</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="l00784"></a>00784
-<a name="l00795"></a><a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7">00795</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="l00796"></a>00796
-<a name="l00806"></a><a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168">00806</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="l00807"></a>00807
-<a name="l00811"></a><a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197">00811</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="l00798"></a><a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a">00798</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="l00799"></a>00799
+<a name="l00811"></a><a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9">00811</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="l00812"></a>00812
-<a name="l00819"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00819</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="l00820"></a>00820
-<a name="l00824"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00824</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="l00825"></a>00825
-<a name="l00826"></a>00826 <span class="keyword">private</span>:
-<a name="l00830"></a>00830 <span class="comment">// For internal use only</span>
-<a name="l00831"></a>00831 <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="l00837"></a>00837 <span class="keyword">public</span>:
-<a name="l00846"></a>00846 <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="l00847"></a>00847
-<a name="l00856"></a>00856 <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="l00857"></a>00857
-<a name="l00862"></a>00862 <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="l00863"></a>00863
-<a name="l00867"></a>00867 <span class="comment">// For internal use only</span>
-<a name="l00868"></a>00868 <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="l00872"></a>00872 };
-<a name="l00873"></a>00873
-<a name="l00874"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00874</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="l00875"></a>00875 gravity (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)),
-<a name="l00876"></a>00876 simulationEventCallback (NULL),
-<a name="l00877"></a>00877 contactModifyCallback (NULL),
-<a name="l00878"></a>00878 ccdContactModifyCallback (NULL),
-<a name="l00879"></a>00879
-<a name="l00880"></a>00880 filterShaderData (NULL),
-<a name="l00881"></a>00881 filterShaderDataSize (0),
-<a name="l00882"></a>00882 filterShader (NULL),
-<a name="l00883"></a>00883 filterCallback (NULL),
-<a name="l00884"></a>00884 broadPhaseType (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP),
-<a name="l00885"></a>00885 broadPhaseCallback (NULL),
-<a name="l00886"></a>00886
-<a name="l00887"></a>00887 frictionType (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH),
-<a name="l00888"></a>00888 bounceThresholdVelocity (0.2f * scale.speed),
-<a name="l00889"></a>00889 frictionOffsetThreshold (0.04f * scale.length),
-<a name="l00890"></a>00890 ccdMaxSeparation (0.04f * scale.length),
+<a name="l00823"></a><a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7">00823</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="l00824"></a>00824
+<a name="l00834"></a><a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168">00834</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="l00835"></a>00835
+<a name="l00839"></a><a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197">00839</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="l00840"></a>00840
+<a name="l00847"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00847</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="l00848"></a>00848
+<a name="l00852"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00852</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="l00853"></a>00853
+<a name="l00854"></a>00854 <span class="keyword">private</span>:
+<a name="l00858"></a>00858 <span class="comment">// For internal use only</span>
+<a name="l00859"></a>00859 <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="l00865"></a>00865 <span class="keyword">public</span>:
+<a name="l00874"></a>00874 <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="l00875"></a>00875
+<a name="l00884"></a>00884 <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="l00885"></a>00885
+<a name="l00890"></a>00890 <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="l00891"></a>00891
-<a name="l00892"></a>00892 flags (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM),
-<a name="l00893"></a>00893
-<a name="l00894"></a>00894 cpuDispatcher (NULL),
-<a name="l00895"></a>00895 gpuDispatcher (NULL),
-<a name="l00896"></a>00896
-<a name="l00897"></a>00897 staticStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
-<a name="l00898"></a>00898 dynamicStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
-<a name="l00899"></a>00899 dynamicTreeRebuildRateHint (100),
-<a name="l00900"></a>00900
-<a name="l00901"></a>00901 userData (NULL),
-<a name="l00902"></a>00902
-<a name="l00903"></a>00903 solverBatchSize (128),
-<a name="l00904"></a>00904
-<a name="l00905"></a>00905 nbContactDataBlocks (0),
-<a name="l00906"></a>00906 maxNbContactDataBlocks (1&lt;&lt;16),
-<a name="l00907"></a>00907 contactReportStreamBufferSize (8192),
-<a name="l00908"></a>00908 ccdMaxPasses (1),
-<a name="l00909"></a>00909 wakeCounterResetValue (20.0f*0.02f),
-<a name="l00910"></a>00910 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="l00911"></a>00911 #if <a class="code" href="group__foundation.html#g0a511de410e7de7a8625fb572f88bd89">PX_SUPPORT_GPU_PHYSX</a>
-<a name="l00912"></a>00912 gpuMaxNumPartitions (8),
-<a name="l00913"></a>00913 gpuComputeVersion (0),
-<a name="l00914"></a>00914 #endif
-<a name="l00915"></a>00915 tolerancesScale (scale)
-<a name="l00916"></a>00916 {
-<a name="l00917"></a>00917 }
-<a name="l00918"></a>00918
-<a name="l00919"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">00919</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="l00920"></a>00920 {
-<a name="l00921"></a>00921 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale);
-<a name="l00922"></a>00922 }
-<a name="l00923"></a>00923
-<a name="l00924"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">00924</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="l00925"></a>00925 <span class="keyword"></span>{
-<a name="l00926"></a>00926 <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="l00927"></a>00927 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00928"></a>00928
-<a name="l00929"></a>00929 <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="l00930"></a>00930 ((<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="l00931"></a>00931 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00932"></a>00932
-<a name="l00933"></a>00933 <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="l00934"></a>00934 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00935"></a>00935
-<a name="l00936"></a>00936 <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="l00937"></a>00937 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00938"></a>00938
-<a name="l00939"></a>00939 <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="l00940"></a>00940 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00895"></a>00895 <span class="comment">// For internal use only</span>
+<a name="l00896"></a>00896 <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="l00900"></a>00900 };
+<a name="l00901"></a>00901
+<a name="l00902"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00902</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="l00903"></a>00903 gravity (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)),
+<a name="l00904"></a>00904 simulationEventCallback (NULL),
+<a name="l00905"></a>00905 contactModifyCallback (NULL),
+<a name="l00906"></a>00906 ccdContactModifyCallback (NULL),
+<a name="l00907"></a>00907
+<a name="l00908"></a>00908 filterShaderData (NULL),
+<a name="l00909"></a>00909 filterShaderDataSize (0),
+<a name="l00910"></a>00910 filterShader (NULL),
+<a name="l00911"></a>00911 filterCallback (NULL),
+<a name="l00912"></a>00912 broadPhaseType (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP),
+<a name="l00913"></a>00913 broadPhaseCallback (NULL),
+<a name="l00914"></a>00914
+<a name="l00915"></a>00915 frictionType (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH),
+<a name="l00916"></a>00916 bounceThresholdVelocity (0.2f * scale.speed),
+<a name="l00917"></a>00917 frictionOffsetThreshold (0.04f * scale.length),
+<a name="l00918"></a>00918 ccdMaxSeparation (0.04f * scale.length),
+<a name="l00919"></a>00919 solverOffsetSlop (0.0f),
+<a name="l00920"></a>00920
+<a name="l00921"></a>00921 flags (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM),
+<a name="l00922"></a>00922
+<a name="l00923"></a>00923 cpuDispatcher (NULL),
+<a name="l00924"></a>00924 gpuDispatcher (NULL),
+<a name="l00925"></a>00925
+<a name="l00926"></a>00926 staticStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
+<a name="l00927"></a>00927 dynamicStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
+<a name="l00928"></a>00928 dynamicTreeRebuildRateHint (100),
+<a name="l00929"></a>00929
+<a name="l00930"></a>00930 userData (NULL),
+<a name="l00931"></a>00931
+<a name="l00932"></a>00932 solverBatchSize (128),
+<a name="l00933"></a>00933
+<a name="l00934"></a>00934 nbContactDataBlocks (0),
+<a name="l00935"></a>00935 maxNbContactDataBlocks (1&lt;&lt;16),
+<a name="l00936"></a>00936 maxBiasCoefficient (<a class="code" href="group__foundation.html#g7539e08056ea09ff1c341b866b7103f4">PX_MAX_F32</a>),
+<a name="l00937"></a>00937 contactReportStreamBufferSize (8192),
+<a name="l00938"></a>00938 ccdMaxPasses (1),
+<a name="l00939"></a>00939 wakeCounterResetValue (20.0f*0.02f),
+<a name="l00940"></a>00940 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="l00941"></a>00941
-<a name="l00942"></a>00942 <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="l00943"></a>00943 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00944"></a>00944 <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="l00945"></a>00945 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00946"></a>00946 <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="l00947"></a>00947 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00942"></a>00942 gpuMaxNumPartitions (8),
+<a name="l00943"></a>00943 gpuComputeVersion (0),
+<a name="l00944"></a>00944
+<a name="l00945"></a>00945 tolerancesScale (scale)
+<a name="l00946"></a>00946 {
+<a name="l00947"></a>00947 }
<a name="l00948"></a>00948
-<a name="l00949"></a>00949 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>)
-<a name="l00950"></a>00950 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00951"></a>00951
-<a name="l00952"></a>00952 <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="l00953"></a>00953 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00954"></a>00954
-<a name="l00955"></a>00955 <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="l00956"></a>00956 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00957"></a>00957
-<a name="l00958"></a>00958 <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="l00959"></a>00959 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00960"></a>00960
-<a name="l00961"></a>00961 <span class="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span>
-<a name="l00962"></a>00962 <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="l00963"></a>00963 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00964"></a>00964
-<a name="l00965"></a>00965 <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="l00966"></a>00966 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00967"></a>00967
-<a name="l00968"></a>00968 <span class="preprocessor">#if PX_SUPPORT_GPU_PHYSX</span>
-<a name="l00969"></a>00969 <span class="preprocessor"></span> <span class="comment">//gpuMaxNumPartitions must be power of 2</span>
-<a name="l00970"></a>00970 <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="l00971"></a>00971 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00972"></a>00972 <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="l00949"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">00949</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="l00950"></a>00950 {
+<a name="l00951"></a>00951 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale);
+<a name="l00952"></a>00952 }
+<a name="l00953"></a>00953
+<a name="l00954"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">00954</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="l00955"></a>00955 <span class="keyword"></span>{
+<a name="l00956"></a>00956 <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="l00957"></a>00957 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00958"></a>00958
+<a name="l00959"></a>00959 <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="l00960"></a>00960 ((<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="l00961"></a>00961 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00962"></a>00962
+<a name="l00963"></a>00963 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#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="l00964"></a>00964 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00965"></a>00965
+<a name="l00966"></a>00966 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#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="l00967"></a>00967 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00968"></a>00968
+<a name="l00969"></a>00969 <span class="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="l00970"></a>00970 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00971"></a>00971
+<a name="l00972"></a>00972 <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="l00973"></a>00973 <span class="keywordflow">return</span> <span class="keyword">false</span>;
-<a name="l00974"></a>00974 <span class="preprocessor">#endif</span>
-<a name="l00975"></a>00975 <span class="preprocessor"></span>
-<a name="l00976"></a>00976 <span class="keywordflow">return</span> <span class="keyword">true</span>;
-<a name="l00977"></a>00977 }
+<a name="l00974"></a>00974 <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="l00975"></a>00975 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00976"></a>00976 <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="l00977"></a>00977 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00978"></a>00978
-<a name="l00979"></a>00979
-<a name="l00980"></a>00980 <span class="preprocessor">#if !PX_DOXYGEN</span>
-<a name="l00981"></a>00981 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
-<a name="l00982"></a>00982 <span class="preprocessor">#endif</span>
-<a name="l00983"></a>00983 <span class="preprocessor"></span>
-<a name="l00985"></a>00985 <span class="preprocessor">#endif</span>
+<a name="l00979"></a>00979 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>)
+<a name="l00980"></a>00980 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00981"></a>00981
+<a name="l00982"></a>00982 <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="l00983"></a>00983 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00984"></a>00984
+<a name="l00985"></a>00985 <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="l00986"></a>00986 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00987"></a>00987
+<a name="l00988"></a>00988 <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="l00989"></a>00989 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00990"></a>00990
+<a name="l00991"></a>00991 <span class="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span>
+<a name="l00992"></a>00992 <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="l00993"></a>00993 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00994"></a>00994
+<a name="l00995"></a>00995 <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="l00996"></a>00996 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l00997"></a>00997
+<a name="l00998"></a>00998 <span class="comment">//gpuMaxNumPartitions must be power of 2</span>
+<a name="l00999"></a>00999 <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="l01000"></a>01000 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01001"></a>01001 <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="l01002"></a>01002 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+<a name="l01003"></a>01003
+<a name="l01004"></a>01004 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+<a name="l01005"></a>01005 }
+<a name="l01006"></a>01006
+<a name="l01007"></a>01007
+<a name="l01008"></a>01008 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l01009"></a>01009 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l01010"></a>01010 <span class="preprocessor">#endif</span>
+<a name="l01011"></a>01011 <span class="preprocessor"></span>
+<a name="l01013"></a>01013 <span class="preprocessor">#endif</span>
</pre></div></div>
<hr style="width: 100%; height: 2px;"><br>