diff options
| author | sschirm <[email protected]> | 2016-12-23 14:20:36 +0100 |
|---|---|---|
| committer | sschirm <[email protected]> | 2016-12-23 14:56:17 +0100 |
| commit | ef6937e69e8ee3f409cf9d460d5ad300a65d5924 (patch) | |
| tree | 710426e8daa605551ce3f34b581897011101c30f /PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html | |
| parent | Initial commit: (diff) | |
| download | physx-3.4-ef6937e69e8ee3f409cf9d460d5ad300a65d5924.tar.xz physx-3.4-ef6937e69e8ee3f409cf9d460d5ad300a65d5924.zip | |
PhysX 3.4 / APEX 1.4 release candidate @21506124
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.html | 386 |
1 files changed, 189 insertions, 197 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 a01671a5..da99f8ad 100644 --- a/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html @@ -213,220 +213,212 @@ <a name="l00457"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8">00457</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8" title="Initial capacity of the GPU and pinned host memory heaps. Additional memory will...">heapCapacity</a>; <a name="l00458"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae">00458</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae" title="Capacity of found and lost buffers allocated in GPU global memory. This is used for...">foundLostPairsCapacity</a>; <a name="l00459"></a>00459 -<a name="l00460"></a>00460 -<a name="l00461"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">00461</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig</a>() : -<a name="l00462"></a>00462 <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>(32 * 1024 * 1024), -<a name="l00463"></a>00463 <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>(24 * 1024 * 1024), -<a name="l00464"></a>00464 <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>(16 * 1024 * 1024), -<a name="l00465"></a>00465 <a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947" title="Size of contact stream buffer allocated in pinned host memory. This is double-buffered...">contactStreamSize</a>(1024 * 512), -<a name="l00466"></a>00466 <a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7" title="Size of the contact patch stream buffer allocated in pinned host memory. This is...">patchStreamSize</a>(1024 * 80), -<a name="l00467"></a>00467 <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>(1 * 1024 * 1024), -<a name="l00468"></a>00468 <a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8" title="Initial capacity of the GPU and pinned host memory heaps. Additional memory will...">heapCapacity</a>(64 * 1024 * 1024), -<a name="l00469"></a>00469 <a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae" title="Capacity of found and lost buffers allocated in GPU global memory. This is used for...">foundLostPairsCapacity</a>(256 * 1024) -<a name="l00470"></a>00470 { -<a name="l00471"></a>00471 } -<a name="l00472"></a>00472 }; -<a name="l00473"></a>00473 -<a name="l00474"></a>00474 <span class="comment">//#endif</span> -<a name="l00475"></a>00475 -<a name="l00483"></a><a class="code" href="classPxSceneDesc.html">00483</a> <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a> -<a name="l00484"></a>00484 { -<a name="l00485"></a>00485 <span class="keyword">public</span>: -<a name="l00486"></a>00486 -<a name="l00497"></a><a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20">00497</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> <a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20" title="Gravity vector.">gravity</a>; -<a name="l00498"></a>00498 -<a name="l00509"></a><a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941">00509</a> <a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>* <a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941" title="Possible notification callback.">simulationEventCallback</a>; -<a name="l00510"></a>00510 -<a name="l00518"></a><a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90">00518</a> <a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>* <a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90" title="Possible asynchronous callback for contact modification.">contactModifyCallback</a>; -<a name="l00519"></a>00519 -<a name="l00527"></a><a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb">00527</a> <a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>* <a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb" title="Possible asynchronous callback for contact modification.">ccdContactModifyCallback</a>; -<a name="l00528"></a>00528 -<a name="l00538"></a><a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2">00538</a> <span class="keyword">const</span> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a>; -<a name="l00539"></a>00539 -<a name="l00547"></a><a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883">00547</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a>; -<a name="l00548"></a>00548 -<a name="l00558"></a><a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38">00558</a> <a class="code" href="group__physics.html#g9db06e901a760fb02c06f27bf3e474b3" title="Filter shader to specify handling of collision pairs.">PxSimulationFilterShader</a> <a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering.">filterShader</a>; -<a name="l00559"></a>00559 -<a name="l00568"></a><a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1">00568</a> <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>* <a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1" title="A custom collision filter callback which can be used to implement more complex filtering...">filterCallback</a>; -<a name="l00569"></a>00569 -<a name="l00577"></a><a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157">00577</a> <a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a> <a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157" title="Selects the broad-phase algorithm to use.">broadPhaseType</a>; -<a name="l00578"></a>00578 -<a name="l00589"></a><a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91">00589</a> <a class="code" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events.">PxBroadPhaseCallback</a>* <a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91" title="Broad-phase callback.">broadPhaseCallback</a>; -<a name="l00590"></a>00590 -<a name="l00596"></a><a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e">00596</a> <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a> <a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e" title="Expected scene limits.">limits</a>; -<a name="l00597"></a>00597 -<a name="l00598"></a>00598 -<a name="l00609"></a><a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9">00609</a> <a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> <a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9" title="Selects the friction algorithm to use for simulation.">frictionType</a>; -<a name="l00610"></a>00610 -<a name="l00620"></a><a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34">00620</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34" title="A contact with a relative velocity below this will not bounce. A typical value for...">bounceThresholdVelocity</a>; -<a name="l00621"></a>00621 -<a name="l00635"></a><a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf">00635</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf" title="A threshold of contact separation distance used to decide if a contact point will...">frictionOffsetThreshold</a>; -<a name="l00636"></a>00636 -<a name="l00646"></a><a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33">00646</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33" title="A threshold for speculative CCD. Used to control whether bias, restitution or a combination...">ccdMaxSeparation</a>; -<a name="l00647"></a>00647 -<a name="l00653"></a><a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38">00653</a> <a class="code" href="classPxFlags.html">PxSceneFlags</a> <a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38" title="Flags used to select scene options.">flags</a>; -<a name="l00654"></a>00654 -<a name="l00660"></a><a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725">00660</a> PxCpuDispatcher* <a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>; -<a name="l00661"></a>00661 -<a name="l00669"></a><a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc">00669</a> PxGpuDispatcher* <a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc" title="The GPU task dispatcher for the scene.">gpuDispatcher</a>; -<a name="l00670"></a>00670 -<a name="l00676"></a><a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7">00676</a> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> <a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects.">staticStructure</a>; -<a name="l00677"></a>00677 -<a name="l00681"></a><a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f">00681</a> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> <a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f" title="Defines the structure used to store dynamic objects.">dynamicStructure</a>; -<a name="l00682"></a>00682 -<a name="l00700"></a><a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3">00700</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning...">dynamicTreeRebuildRateHint</a>; -<a name="l00701"></a>00701 -<a name="l00707"></a><a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834">00707</a> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834" title="Will be copied to PxScene::userData.">userData</a>; -<a name="l00708"></a>00708 -<a name="l00722"></a><a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797">00722</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797" title="Defines the number of actors required to spawn a separate rigid body solver island...">solverBatchSize</a>; -<a name="l00723"></a>00723 -<a name="l00737"></a><a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83">00737</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store...">nbContactDataBlocks</a>; -<a name="l00738"></a>00738 -<a name="l00757"></a><a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35">00757</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store...">maxNbContactDataBlocks</a>; -<a name="l00758"></a>00758 -<a name="l00772"></a><a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a">00772</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes).">contactReportStreamBufferSize</a>; -<a name="l00773"></a>00773 -<a name="l00785"></a><a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9">00785</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9" title="Maximum number of CCD passes.">ccdMaxPasses</a>; -<a name="l00786"></a>00786 -<a name="l00787"></a>00787 -<a name="l00798"></a><a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7">00798</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value.">wakeCounterResetValue</a>; -<a name="l00799"></a>00799 -<a name="l00800"></a>00800 -<a name="l00810"></a><a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168">00810</a> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> <a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168" title="The bounds used to sanity check user-set positions of actors and articulation links...">sanityBounds</a>; -<a name="l00811"></a>00811 +<a name="l00460"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">00460</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig</a>() : +<a name="l00461"></a>00461 <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>(32 * 1024 * 1024), +<a name="l00462"></a>00462 <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>(24 * 1024 * 1024), +<a name="l00463"></a>00463 <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>(16 * 1024 * 1024), +<a name="l00464"></a>00464 <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="l00465"></a>00465 <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="l00466"></a>00466 <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>(1 * 1024 * 1024), +<a name="l00467"></a>00467 <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="l00468"></a>00468 <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="l00469"></a>00469 { +<a name="l00470"></a>00470 } +<a name="l00471"></a>00471 }; +<a name="l00472"></a>00472 +<a name="l00473"></a>00473 <span class="comment">//#endif</span> +<a name="l00474"></a>00474 +<a name="l00482"></a><a class="code" href="classPxSceneDesc.html">00482</a> <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a> +<a name="l00483"></a>00483 { +<a name="l00484"></a>00484 <span class="keyword">public</span>: +<a name="l00485"></a>00485 +<a name="l00496"></a><a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20">00496</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="l00497"></a>00497 +<a name="l00508"></a><a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941">00508</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="l00509"></a>00509 +<a name="l00517"></a><a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90">00517</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="l00518"></a>00518 +<a name="l00526"></a><a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb">00526</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="l00527"></a>00527 +<a name="l00537"></a><a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2">00537</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="l00538"></a>00538 +<a name="l00546"></a><a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883">00546</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="l00547"></a>00547 +<a name="l00557"></a><a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38">00557</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="l00558"></a>00558 +<a name="l00567"></a><a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1">00567</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="l00568"></a>00568 +<a name="l00576"></a><a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157">00576</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="l00577"></a>00577 +<a name="l00588"></a><a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91">00588</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="l00589"></a>00589 +<a name="l00595"></a><a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e">00595</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="l00596"></a>00596 +<a name="l00607"></a><a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9">00607</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="l00608"></a>00608 +<a name="l00618"></a><a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34">00618</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="l00619"></a>00619 +<a name="l00633"></a><a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf">00633</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="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="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="l00812"></a>00812 -<a name="l00817"></a><a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197">00817</a> <a class="code" href="structPxgDynamicsMemoryConfig.html" title="Sizes of pre-allocated buffers use for GPU dynamics.">PxgDynamicsMemoryConfig</a> <a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197" title="The pre-allocations performed in the GPU dynamics pipeline.">gpuDynamicsConfig</a>; +<a name="l00817"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00817</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="l00818"></a>00818 -<a name="l00824"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00824</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a>; -<a name="l00825"></a>00825 -<a name="l00829"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00829</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7" title="Defines which compute version the GPU dynamics should target. DO NOT MODIFY.">gpuComputeVersion</a>; -<a name="l00830"></a>00830 -<a name="l00831"></a>00831 -<a name="l00832"></a>00832 -<a name="l00833"></a>00833 <span class="keyword">private</span>: -<a name="l00837"></a>00837 <span class="comment">// For internal use only</span> -<a name="l00838"></a>00838 <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a> tolerancesScale; -<a name="l00844"></a>00844 <span class="keyword">public</span>: -<a name="l00853"></a>00853 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& scale); -<a name="l00854"></a>00854 -<a name="l00863"></a>00863 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8" title="(re)sets the structure to the default.">setToDefault</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& scale); -<a name="l00864"></a>00864 -<a name="l00869"></a>00869 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641" title="Returns true if the descriptor is valid.">isValid</a>() <span class="keyword">const</span>; -<a name="l00870"></a>00870 -<a name="l00874"></a>00874 <span class="comment">// For internal use only</span> -<a name="l00875"></a>00875 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& getTolerancesScale()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> tolerancesScale; } -<a name="l00879"></a>00879 }; -<a name="l00880"></a>00880 -<a name="l00881"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00881</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc::PxSceneDesc</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& scale): -<a name="l00882"></a>00882 gravity (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)), -<a name="l00883"></a>00883 simulationEventCallback (NULL), -<a name="l00884"></a>00884 contactModifyCallback (NULL), -<a name="l00885"></a>00885 ccdContactModifyCallback (NULL), -<a name="l00886"></a>00886 -<a name="l00887"></a>00887 filterShaderData (NULL), -<a name="l00888"></a>00888 filterShaderDataSize (0), -<a name="l00889"></a>00889 filterShader (NULL), -<a name="l00890"></a>00890 filterCallback (NULL), -<a name="l00891"></a>00891 broadPhaseType (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP), -<a name="l00892"></a>00892 broadPhaseCallback (NULL), -<a name="l00893"></a>00893 -<a name="l00894"></a>00894 frictionType (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH), -<a name="l00895"></a>00895 bounceThresholdVelocity (0.2f * scale.speed), -<a name="l00896"></a>00896 frictionOffsetThreshold (0.04f * scale.length), -<a name="l00897"></a>00897 ccdMaxSeparation (0.04f * scale.length), +<a name="l00822"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00822</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="l00823"></a>00823 +<a name="l00824"></a>00824 <span class="keyword">private</span>: +<a name="l00828"></a>00828 <span class="comment">// For internal use only</span> +<a name="l00829"></a>00829 <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="l00835"></a>00835 <span class="keyword">public</span>: +<a name="l00844"></a>00844 <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>& scale); +<a name="l00845"></a>00845 +<a name="l00854"></a>00854 <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>& scale); +<a name="l00855"></a>00855 +<a name="l00860"></a>00860 <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="l00861"></a>00861 +<a name="l00865"></a>00865 <span class="comment">// For internal use only</span> +<a name="l00866"></a>00866 <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>& getTolerancesScale()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> tolerancesScale; } +<a name="l00870"></a>00870 }; +<a name="l00871"></a>00871 +<a name="l00872"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00872</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>& scale): +<a name="l00873"></a>00873 gravity (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)), +<a name="l00874"></a>00874 simulationEventCallback (NULL), +<a name="l00875"></a>00875 contactModifyCallback (NULL), +<a name="l00876"></a>00876 ccdContactModifyCallback (NULL), +<a name="l00877"></a>00877 +<a name="l00878"></a>00878 filterShaderData (NULL), +<a name="l00879"></a>00879 filterShaderDataSize (0), +<a name="l00880"></a>00880 filterShader (NULL), +<a name="l00881"></a>00881 filterCallback (NULL), +<a name="l00882"></a>00882 broadPhaseType (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP), +<a name="l00883"></a>00883 broadPhaseCallback (NULL), +<a name="l00884"></a>00884 +<a name="l00885"></a>00885 frictionType (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH), +<a name="l00886"></a>00886 bounceThresholdVelocity (0.2f * scale.speed), +<a name="l00887"></a>00887 frictionOffsetThreshold (0.04f * scale.length), +<a name="l00888"></a>00888 ccdMaxSeparation (0.04f * scale.length), +<a name="l00889"></a>00889 +<a name="l00890"></a>00890 flags (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM), +<a name="l00891"></a>00891 +<a name="l00892"></a>00892 cpuDispatcher (NULL), +<a name="l00893"></a>00893 gpuDispatcher (NULL), +<a name="l00894"></a>00894 +<a name="l00895"></a>00895 staticStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE), +<a name="l00896"></a>00896 dynamicStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE), +<a name="l00897"></a>00897 dynamicTreeRebuildRateHint (100), <a name="l00898"></a>00898 -<a name="l00899"></a>00899 flags (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM), +<a name="l00899"></a>00899 userData (NULL), <a name="l00900"></a>00900 -<a name="l00901"></a>00901 cpuDispatcher (NULL), -<a name="l00902"></a>00902 gpuDispatcher (NULL), -<a name="l00903"></a>00903 -<a name="l00904"></a>00904 staticStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE), -<a name="l00905"></a>00905 dynamicStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE), -<a name="l00906"></a>00906 dynamicTreeRebuildRateHint (100), -<a name="l00907"></a>00907 -<a name="l00908"></a>00908 userData (NULL), -<a name="l00909"></a>00909 -<a name="l00910"></a>00910 solverBatchSize (128), -<a name="l00911"></a>00911 -<a name="l00912"></a>00912 nbContactDataBlocks (0), -<a name="l00913"></a>00913 maxNbContactDataBlocks (1<<16), -<a name="l00914"></a>00914 contactReportStreamBufferSize (8192), -<a name="l00915"></a>00915 ccdMaxPasses (1), -<a name="l00916"></a>00916 wakeCounterResetValue (20.0f*0.02f), -<a name="l00917"></a>00917 sanityBounds (<a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a>(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(-<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>, -<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>, -<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>), -<a name="l00918"></a>00918 <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>, <a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>, <a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>))), -<a name="l00919"></a>00919 #if <a class="code" href="group__foundation.html#g0a511de410e7de7a8625fb572f88bd89">PX_SUPPORT_GPU_PHYSX</a> -<a name="l00920"></a>00920 gpuMaxNumPartitions (8), -<a name="l00921"></a>00921 gpuComputeVersion (0), -<a name="l00922"></a>00922 #endif -<a name="l00923"></a>00923 tolerancesScale (scale) -<a name="l00924"></a>00924 { -<a name="l00925"></a>00925 } +<a name="l00901"></a>00901 solverBatchSize (128), +<a name="l00902"></a>00902 +<a name="l00903"></a>00903 nbContactDataBlocks (0), +<a name="l00904"></a>00904 maxNbContactDataBlocks (1<<16), +<a name="l00905"></a>00905 contactReportStreamBufferSize (8192), +<a name="l00906"></a>00906 ccdMaxPasses (1), +<a name="l00907"></a>00907 wakeCounterResetValue (20.0f*0.02f), +<a name="l00908"></a>00908 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="l00909"></a>00909 #if <a class="code" href="group__foundation.html#g0a511de410e7de7a8625fb572f88bd89">PX_SUPPORT_GPU_PHYSX</a> +<a name="l00910"></a>00910 gpuMaxNumPartitions (8), +<a name="l00911"></a>00911 gpuComputeVersion (0), +<a name="l00912"></a>00912 #endif +<a name="l00913"></a>00913 tolerancesScale (scale) +<a name="l00914"></a>00914 { +<a name="l00915"></a>00915 } +<a name="l00916"></a>00916 +<a name="l00917"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">00917</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>& scale) +<a name="l00918"></a>00918 { +<a name="l00919"></a>00919 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale); +<a name="l00920"></a>00920 } +<a name="l00921"></a>00921 +<a name="l00922"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">00922</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="l00923"></a>00923 <span class="keyword"></span>{ +<a name="l00924"></a>00924 <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="l00925"></a>00925 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00926"></a>00926 -<a name="l00927"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">00927</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8" title="(re)sets the structure to the default.">PxSceneDesc::setToDefault</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& scale) -<a name="l00928"></a>00928 { -<a name="l00929"></a>00929 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale); -<a name="l00930"></a>00930 } -<a name="l00931"></a>00931 -<a name="l00932"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">00932</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641" title="Returns true if the descriptor is valid.">PxSceneDesc::isValid</a>()<span class="keyword"> const</span> -<a name="l00933"></a>00933 <span class="keyword"></span>{ -<a name="l00934"></a>00934 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering.">filterShader</a> == NULL) +<a name="l00927"></a>00927 <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) && (<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="l00928"></a>00928 ((<a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a> > 0) && (<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="l00929"></a>00929 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00930"></a>00930 +<a name="l00931"></a>00931 <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="l00932"></a>00932 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00933"></a>00933 +<a name="l00934"></a>00934 <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> && <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="l00935"></a>00935 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00936"></a>00936 -<a name="l00937"></a>00937 <span class="keywordflow">if</span>( ((<a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a> == 0) && (<a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a> != NULL)) || -<a name="l00938"></a>00938 ((<a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a> > 0) && (<a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a> == NULL)) ) -<a name="l00939"></a>00939 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00940"></a>00940 -<a name="l00941"></a>00941 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e" title="Expected scene limits.">limits</a>.<a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1" title="Returns true if the descriptor is valid.">isValid</a>()) -<a name="l00942"></a>00942 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00943"></a>00943 -<a name="l00944"></a>00944 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects.">staticStructure</a>!=<a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d99001cb07511fa509eae16a4a933a77f6" title="Using a static AABB tree.">PxPruningStructureType::eSTATIC_AABB_TREE</a> && <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">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> < 4) +<a name="l00938"></a>00938 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00939"></a>00939 +<a name="l00940"></a>00940 <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> < 0.0f) +<a name="l00941"></a>00941 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00942"></a>00942 <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> < 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#74dc6e8ebde591ca823a3ea4807fca33" title="A threshold for speculative CCD. Used to control whether bias, restitution or a combination...">ccdMaxSeparation</a> < 0.0f) <a name="l00945"></a>00945 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00946"></a>00946 -<a name="l00947"></a>00947 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning...">dynamicTreeRebuildRateHint</a> < 4) +<a name="l00947"></a>00947 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>) <a name="l00948"></a>00948 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00949"></a>00949 -<a name="l00950"></a>00950 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34" title="A contact with a relative velocity below this will not bounce. A typical value for...">bounceThresholdVelocity</a> < 0.0f) +<a name="l00950"></a>00950 <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="l00951"></a>00951 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00952"></a>00952 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf" title="A threshold of contact separation distance used to decide if a contact point will...">frictionOffsetThreshold</a> < 0.f) -<a name="l00953"></a>00953 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00954"></a>00954 <span class="keywordflow">if</span> (<a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33" title="A threshold for speculative CCD. Used to control whether bias, restitution or a combination...">ccdMaxSeparation</a> < 0.f) -<a name="l00955"></a>00955 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00956"></a>00956 -<a name="l00957"></a>00957 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a> == NULL) -<a name="l00958"></a>00958 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00959"></a>00959 -<a name="l00960"></a>00960 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes).">contactReportStreamBufferSize</a> == 0) +<a name="l00952"></a>00952 +<a name="l00953"></a>00953 <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> < <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="l00954"></a>00954 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00955"></a>00955 +<a name="l00956"></a>00956 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value.">wakeCounterResetValue</a> <= 0.0f) +<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="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span> +<a name="l00960"></a>00960 <span class="keywordflow">if</span>((<a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38" title="Flags used to select scene options.">flags</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 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="l00961"></a>00961 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00962"></a>00962 -<a name="l00963"></a>00963 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store...">maxNbContactDataBlocks</a> < <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="l00963"></a>00963 <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="l00964"></a>00964 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00965"></a>00965 -<a name="l00966"></a>00966 <span class="keywordflow">if</span> (<a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value.">wakeCounterResetValue</a> <= 0.0f) -<a name="l00967"></a>00967 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00968"></a>00968 -<a name="l00969"></a>00969 <span class="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span> -<a name="l00970"></a>00970 <span class="keywordflow">if</span>((<a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38" title="Flags used to select scene options.">flags</a> & (<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0" title="Enable adaptive forces to accelerate convergence of the solver.">PxSceneFlag::eADAPTIVE_FORCE</a> | <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe" title="Enables additional stabilization pass in solver.">PxSceneFlag::eENABLE_STABILIZATION</a>)) == (<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0" title="Enable adaptive forces to accelerate convergence of the solver.">PxSceneFlag::eADAPTIVE_FORCE</a> | <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe" title="Enables additional stabilization pass in solver.">PxSceneFlag::eENABLE_STABILIZATION</a>)) -<a name="l00971"></a>00971 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00972"></a>00972 -<a name="l00973"></a>00973 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168" title="The bounds used to sanity check user-set positions of actors and articulation links...">sanityBounds</a>.<a class="code" href="group__foundation.html#g1a4839a26d49a14844a13fc6a845191e">isValid</a>()) -<a name="l00974"></a>00974 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00966"></a>00966 <span class="preprocessor">#if PX_SUPPORT_GPU_PHYSX</span> +<a name="l00967"></a>00967 <span class="preprocessor"></span> <span class="comment">//gpuMaxNumPartitions must be power of 2</span> +<a name="l00968"></a>00968 <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>&(<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="l00969"></a>00969 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00970"></a>00970 <span class="preprocessor">#endif</span> +<a name="l00971"></a>00971 <span class="preprocessor"></span> +<a name="l00972"></a>00972 <span class="keywordflow">return</span> <span class="keyword">true</span>; +<a name="l00973"></a>00973 } +<a name="l00974"></a>00974 <a name="l00975"></a>00975 -<a name="l00976"></a>00976 <span class="preprocessor">#if PX_SUPPORT_GPU_PHYSX</span> -<a name="l00977"></a>00977 <span class="preprocessor"></span> <span class="comment">//gpuMaxNumPartitions must be power of 2</span> -<a name="l00978"></a>00978 <span class="keywordflow">if</span> ((<a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a>&(<a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a> - 1)) != 0) -<a name="l00979"></a>00979 <span class="keywordflow">return</span> <span class="keyword">false</span>; -<a name="l00980"></a>00980 <span class="preprocessor">#endif</span> -<a name="l00981"></a>00981 <span class="preprocessor"></span> -<a name="l00982"></a>00982 <span class="keywordflow">return</span> <span class="keyword">true</span>; -<a name="l00983"></a>00983 } -<a name="l00984"></a>00984 -<a name="l00985"></a>00985 -<a name="l00986"></a>00986 <span class="preprocessor">#if !PX_DOXYGEN</span> -<a name="l00987"></a>00987 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> -<a name="l00988"></a>00988 <span class="preprocessor">#endif</span> -<a name="l00989"></a>00989 <span class="preprocessor"></span> -<a name="l00991"></a>00991 <span class="preprocessor">#endif</span> +<a name="l00976"></a>00976 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00977"></a>00977 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00978"></a>00978 <span class="preprocessor">#endif</span> +<a name="l00979"></a>00979 <span class="preprocessor"></span> +<a name="l00981"></a>00981 <span class="preprocessor">#endif</span> </pre></div></div> <hr style="width: 100%; height: 2px;"><br> |