diff options
| author | Sheikh Dawood <[email protected]> | 2018-05-25 09:54:38 -0500 |
|---|---|---|
| committer | Sheikh Dawood <[email protected]> | 2018-05-25 09:54:38 -0500 |
| commit | b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1 (patch) | |
| tree | de67d7adc7cc66d44c3e0a399d94d1db6bcebd0c /PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneDesc.html | |
| parent | PhysX 3.4, APEX 1.4 patch release @23933511 (diff) | |
| download | physx-3.4-b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1.tar.xz physx-3.4-b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1.zip | |
PhysX 3.4, APEX 1.4 patch release @24214033v3.4.2
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneDesc.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneDesc.html | 80 |
1 files changed, 62 insertions, 18 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneDesc.html b/PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneDesc.html index ac555893..903ed2a4 100644 --- a/PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneDesc.html +++ b/PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneDesc.html @@ -73,6 +73,12 @@ Collaboration diagram for PxSceneDesc:</div> <tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxSimulationFilterCallback.html">PxSimulationFilterCallback</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1">filterCallback</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">A custom collision filter callback which can be used to implement more complex filtering operations which need access to the simulation state, for example. <a href="#f7b94475075eb9b43ca32650cd169cc1"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#90e220df7cb1f25852d4cc62cecd8869">kineKineFilteringMode</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Filtering mode for kinematic-kinematic pairs in the broadphase. <a href="#90e220df7cb1f25852d4cc62cecd8869"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#1ff29795e987f8f9b347545468915de2">staticKineFilteringMode</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Filtering mode for static-kinematic pairs in the broadphase. <a href="#1ff29795e987f8f9b347545468915de2"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157">broadPhaseType</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Selects the broad-phase algorithm to use. <a href="#3c27c85987bc2be98578f0130f455157"></a><br></td></tr> @@ -180,7 +186,7 @@ A contact with a relative velocity below this will not bounce. A typical value f <b>Default:</b> 0.2 * <a class="el" href="classPxTolerancesScale.html#629358a15988697feaa85759d5c57e33">PxTolerancesScale::speed</a><p> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -280,7 +286,7 @@ A threshold for speculative CCD. Used to control whether bias, restitution or a <dl class="note" compact><dt><b>Note:</b></dt><dd>This only has any effect on contacting pairs where one of the bodies has <a class="el" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596f13d6aa80b364fe2cef81a0039e37d45" title="Register a rigid body to dynamicly adjust contact offset based on velocity. This...">PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD</a> raised.</dd></dl> <b>Range:</b> [0, PX_MAX_F32)<br> <b>Default:</b> 0.04 * <a class="el" href="classPxTolerancesScale.html#7d93bf20de0e5b54783eda5bb64effeb">PxTolerancesScale::length</a> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -321,7 +327,7 @@ The contact report stream buffer is used during the simulation to store all the <b>Default:</b> 8192<p> <b>Range:</b> (0, PX_MAX_U32]<br> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -340,7 +346,7 @@ The contact report stream buffer is used during the simulation to store all the The CPU task dispatcher for the scene. <p> See PxCpuDispatcher, <a class="el" href="classPxScene.html#6329c94cc092aff2193c1307e033f6bf" title="Return the cpu dispatcher that was set in PxSceneDesc::cpuDispatcher when creating...">PxScene::getCpuDispatcher</a> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -380,7 +386,7 @@ This parameter gives a hint on the distribution of the workload for rebuilding t This parameter gives only a hint. The rebuild process might still take more or less time depending on the number of objects involved.</dd></dl> <b>Range:</b> [4, PX_MAX_U32)<br> <b>Default:</b> 100 -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -420,7 +426,7 @@ The custom filter shader to use for collision filtering. <dl class="note" compact><dt><b>Note:</b></dt><dd>This parameter is compulsory. If you don't want to define your own filter shader you can use the default shader <a class="el" href="group__extensions.html#g587ba12f90f77543c3e4452abeb0f22f" title="Implementation of a simple filter shader that emulates PhysX 2.8.x filtering.">PxDefaultSimulationFilterShader</a> which can be found in the PhysX extensions library.</dd></dl> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="group__physics.html#g9db06e901a760fb02c06f27bf3e474b3" title="Filter shader to specify handling of collision pairs.">PxSimulationFilterShader</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -442,7 +448,7 @@ Shared global filter data which will get passed into the filter shader. <b>Default:</b> NULL<p> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="group__physics.html#g9db06e901a760fb02c06f27bf3e474b3" title="Filter shader to specify handling of collision pairs.">PxSimulationFilterShader</a> <a class="el" href="classPxScene.html#5ab05d2a2c908d98aed4ca642c5f394d" title="Sets the shared global filter data which will get passed into the filter shader.">PxScene::setFilterShaderData()</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -463,7 +469,7 @@ Size (in bytes) of the shared global filter data <a class="el" href="classPxScen <b>Default:</b> 0<p> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="group__physics.html#g9db06e901a760fb02c06f27bf3e474b3" title="Filter shader to specify handling of collision pairs.">PxSimulationFilterShader</a> <a class="el" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -483,7 +489,7 @@ Flags used to select scene options. <p> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a> <a class="el" href="group__physics.html#g54a626a9a6d80543048bffc654814704" title="collection of set bits defined in PxSceneFlag.">PxSceneFlags</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -506,7 +512,7 @@ If the aggregated contact offset of a pair of shapes is large it might be desira This parameter can be used to tune the separation distance of contact points at which friction starts to have an effect.</dd></dl> <b>Range:</b> [0, PX_MAX_F32)<br> <b>Default:</b> 0.04 * <a class="el" href="classPxTolerancesScale.html#7d93bf20de0e5b54783eda5bb64effeb">PxTolerancesScale::length</a> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -598,7 +604,7 @@ Limitation for the partitions in the GPU dynamics pipeline. This variable must b . <p> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -622,6 +628,25 @@ Gravity vector. When setting gravity, you should probably also set bounce threshold. </div> </div><p> +<a class="anchor" name="90e220df7cb1f25852d4cc62cecd8869"></a><!-- doxytag: member="PxSceneDesc::kineKineFilteringMode" ref="90e220df7cb1f25852d4cc62cecd8869" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> <a class="el" href="classPxSceneDesc.html#90e220df7cb1f25852d4cc62cecd8869">PxSceneDesc::kineKineFilteringMode</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Filtering mode for kinematic-kinematic pairs in the broadphase. +<p> +<b>Default:</b> <a class="el" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615464ca27835cd3bfe25854b99b6940c71">PxPairFilteringMode::eDEFAULT</a><p> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxPairFilteringMode.html">PxPairFilteringMode</a> </dd></dl> + +</div> +</div><p> <a class="anchor" name="b996312333ef4fdf5f77fcc16b84923e"></a><!-- doxytag: member="PxSceneDesc::limits" ref="b996312333ef4fdf5f77fcc16b84923e" args="" --> <div class="memitem"> <div class="memproto"> @@ -638,7 +663,7 @@ Expected scene limits. <p> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -683,7 +708,7 @@ If a warning is reported to the error stream to indicate the number of 16K block <p> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store...">nbContactDataBlocks</a> <a class="el" href="classPxScene.html#148be23880c4e2d67f9f772066a9f966" title="set the cache blocks that can be used during simulate().">PxScene::setNbContactDataBlocks</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -707,7 +732,7 @@ Setting to define the number of 16K blocks that will be initially reserved to st <p> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxPhysics.html#6dcded7be00c17004432a04a78569db1" title="Creates a scene.">PxPhysics::createScene</a> <a class="el" href="classPxScene.html#148be23880c4e2d67f9f772066a9f966" title="set the cache blocks that can be used during simulate().">PxScene::setNbContactDataBlocks</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -728,7 +753,7 @@ The bounds used to sanity check user-set positions of actors and articulation li These bounds are used to check the position values of rigid actors inserted into the scene, and positions set for rigid actors already within the scene.<p> <b>Range:</b> any valid <a class="el" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> <br> <b>Default:</b> (-PX_MAX_BOUNDS_EXTENTS, PX_MAX_BOUNDS_EXTENTS) on each axis -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -808,6 +833,25 @@ A slop value used to zero contact offsets from the body's COM on an axis if the <b>Default:</b> 0.0 </div> </div><p> +<a class="anchor" name="1ff29795e987f8f9b347545468915de2"></a><!-- doxytag: member="PxSceneDesc::staticKineFilteringMode" ref="1ff29795e987f8f9b347545468915de2" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> <a class="el" href="classPxSceneDesc.html#1ff29795e987f8f9b347545468915de2">PxSceneDesc::staticKineFilteringMode</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Filtering mode for static-kinematic pairs in the broadphase. +<p> +<b>Default:</b> <a class="el" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615464ca27835cd3bfe25854b99b6940c71">PxPairFilteringMode::eDEFAULT</a><p> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxPairFilteringMode.html">PxPairFilteringMode</a> </dd></dl> + +</div> +</div><p> <a class="anchor" name="00495fa3240d1087d38cf33eebc313a7"></a><!-- doxytag: member="PxSceneDesc::staticStructure" ref="00495fa3240d1087d38cf33eebc313a7" args="" --> <div class="memitem"> <div class="memproto"> @@ -824,7 +868,7 @@ Defines the structure used to store static objects. <p> <dl class="note" compact><dt><b>Note:</b></dt><dd>Only <a class="el" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d99001cb07511fa509eae16a4a933a77f6" title="Using a static AABB tree.">PxPruningStructureType::eSTATIC_AABB_TREE</a> and <a class="el" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9374d304bffaa55f53556e2b40a592e54" title="Using a dynamic AABB tree.">PxPruningStructureType::eDYNAMIC_AABB_TREE</a> are allowed here. </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -864,7 +908,7 @@ Calling wakeUp() on objects which support sleeping will set their wake counter v <b>Default:</b> 0.4 (which corresponds to 20 frames for a time step of 0.02)<p> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxRigidDynamic.html#4f1b9e9f437d8b8f27a6e9c2d9ea22fd" title="Wakes up the actor if it is sleeping.">PxRigidDynamic::wakeUp()</a> <a class="el" href="classPxArticulation.html#596fb9e8f1d136d571965583bc5d0d1b" title="Wakes up the articulation if it is sleeping.">PxArticulation::wakeUp()</a> <a class="el" href="classPxCloth.html#b5092893f40cf8d9399b467f59f893de" title="Forces cloth to wake up from sleep state.">PxCloth::wakeUp()</a> </dd></dl> -<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00997">isValid()</a>.</p> +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l01010">isValid()</a>.</p> </div> </div><p> @@ -873,6 +917,6 @@ Calling wakeUp() on objects which support sleeping will set their wake counter v </div> <hr style="width: 100%; height: 2px;"><br> -Copyright © 2008-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +Copyright © 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> </body> </html> |