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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneLimits.html | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneLimits.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneLimits.html | 237 |
1 files changed, 237 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneLimits.html b/PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneLimits.html new file mode 100644 index 00000000..29f80baa --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/classPxSceneLimits.html @@ -0,0 +1,237 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxSceneLimits Class Reference</title> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css"> + </head> + + <body bgcolor="#FFFFFF"> + <div id="header"> + <hr class="first"> + <img alt="" src="images/PhysXlogo.png" align="middle"> <br> + <center> + <a class="qindex" href="main.html">Main Page</a> + <a class="qindex" href="hierarchy.html">Class Hierarchy</a> + <a class="qindex" href="annotated.html">Compound List</a> + <a class="qindex" href="functions.html">Compound Members</a> + </center> + <hr class="second"> + </div> +<!-- Generated by Doxygen 1.5.8 --> +<div class="contents"> +<h1>PxSceneLimits Class Reference<br> +<small> +[<a class="el" href="group__physics.html">Physics</a>]</small> +</h1><!-- doxytag: class="PxSceneLimits" -->Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hint to the size of the scene, not as a hard limit (i.e. it will be possible to create more objects than specified in the scene limits). +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="PxSceneDesc_8h-source.html">PxSceneDesc.h</a>></code> +<p> + +<p> +<a href="classPxSceneLimits-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0"> +<tr><td></td></tr> +<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">PX_INLINE </td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7">PxSceneLimits</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">constructor sets to default <a href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">PX_INLINE void </td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#ge673c050f15b0fc912860adbb3394e34">setToDefault</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">(re)sets the structure to the default <a href="group__physics.html#ge673c050f15b0fc912860adbb3394e34"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">PX_INLINE bool </td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1">isValid</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Returns true if the descriptor is valid. <a href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1"></a><br></td></tr> +<tr><td colspan="2"><br><h2>Public Attributes</h2></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#f0a6bbbff2a3c1ce5cf80d2ef3666cf5">maxNbActors</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Expected maximum number of actors. <a href="#f0a6bbbff2a3c1ce5cf80d2ef3666cf5"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#d0eaee83c330232159c791093abc0f4c">maxNbBodies</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Expected maximum number of dynamic rigid bodies. <a href="#d0eaee83c330232159c791093abc0f4c"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#5269e317c229389fc49ed658d60f1a7e">maxNbStaticShapes</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Expected maximum number of static shapes. <a href="#5269e317c229389fc49ed658d60f1a7e"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#2657acecc1cc484fc48a1263f4fc0427">maxNbDynamicShapes</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Expected maximum number of dynamic shapes. <a href="#2657acecc1cc484fc48a1263f4fc0427"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#d44cb62b261514d8937077f75b40c5cc">maxNbAggregates</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Expected maximum number of aggregates. <a href="#d44cb62b261514d8937077f75b40c5cc"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#4226fb580e6cf704af33208a931bfd0e">maxNbConstraints</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Expected maximum number of constraint shaders. <a href="#4226fb580e6cf704af33208a931bfd0e"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af">maxNbRegions</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Expected maximum number of broad-phase regions. <a href="#c629764140a510c999a83e1b65e796af"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#8f662dce363bf4b21782a0d33b309446">maxNbBroadPhaseOverlaps</a></td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Expected maximum number of broad-phase overlaps. <a href="#8f662dce363bf4b21782a0d33b309446"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">PX_DEPRECATED <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html#098be54fe1199d3a31c9cb91f2eec003">maxNbObjectsPerRegion</a></td></tr> + +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hint to the size of the scene, not as a hard limit (i.e. it will be possible to create more objects than specified in the scene limits). +<p> +0 indicates no limit. Using limits allows the SDK to preallocate various arrays, leading to less re-allocations and faster code at runtime. <hr><h2>Member Data Documentation</h2> +<a class="anchor" name="f0a6bbbff2a3c1ce5cf80d2ef3666cf5"></a><!-- doxytag: member="PxSceneLimits::maxNbActors" ref="f0a6bbbff2a3c1ce5cf80d2ef3666cf5" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#f0a6bbbff2a3c1ce5cf80d2ef3666cf5">PxSceneLimits::maxNbActors</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Expected maximum number of actors. +<p> + +</div> +</div><p> +<a class="anchor" name="d44cb62b261514d8937077f75b40c5cc"></a><!-- doxytag: member="PxSceneLimits::maxNbAggregates" ref="d44cb62b261514d8937077f75b40c5cc" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#d44cb62b261514d8937077f75b40c5cc">PxSceneLimits::maxNbAggregates</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Expected maximum number of aggregates. +<p> + +</div> +</div><p> +<a class="anchor" name="d0eaee83c330232159c791093abc0f4c"></a><!-- doxytag: member="PxSceneLimits::maxNbBodies" ref="d0eaee83c330232159c791093abc0f4c" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#d0eaee83c330232159c791093abc0f4c">PxSceneLimits::maxNbBodies</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Expected maximum number of dynamic rigid bodies. +<p> + +</div> +</div><p> +<a class="anchor" name="8f662dce363bf4b21782a0d33b309446"></a><!-- doxytag: member="PxSceneLimits::maxNbBroadPhaseOverlaps" ref="8f662dce363bf4b21782a0d33b309446" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#8f662dce363bf4b21782a0d33b309446">PxSceneLimits::maxNbBroadPhaseOverlaps</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Expected maximum number of broad-phase overlaps. +<p> + +</div> +</div><p> +<a class="anchor" name="4226fb580e6cf704af33208a931bfd0e"></a><!-- doxytag: member="PxSceneLimits::maxNbConstraints" ref="4226fb580e6cf704af33208a931bfd0e" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#4226fb580e6cf704af33208a931bfd0e">PxSceneLimits::maxNbConstraints</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Expected maximum number of constraint shaders. +<p> + +</div> +</div><p> +<a class="anchor" name="2657acecc1cc484fc48a1263f4fc0427"></a><!-- doxytag: member="PxSceneLimits::maxNbDynamicShapes" ref="2657acecc1cc484fc48a1263f4fc0427" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#2657acecc1cc484fc48a1263f4fc0427">PxSceneLimits::maxNbDynamicShapes</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Expected maximum number of dynamic shapes. +<p> + +</div> +</div><p> +<a class="anchor" name="098be54fe1199d3a31c9cb91f2eec003"></a><!-- doxytag: member="PxSceneLimits::maxNbObjectsPerRegion" ref="098be54fe1199d3a31c9cb91f2eec003" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">PX_DEPRECATED <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#098be54fe1199d3a31c9cb91f2eec003">PxSceneLimits::maxNbObjectsPerRegion</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +<dl compact><dt><b><a class="el" href="deprecated.html#_deprecated000033">Deprecated:</a></b></dt><dd>This is deprecated. Expected maximum number of objects in one broad-phase region </dd></dl> + +</div> +</div><p> +<a class="anchor" name="c629764140a510c999a83e1b65e796af"></a><!-- doxytag: member="PxSceneLimits::maxNbRegions" ref="c629764140a510c999a83e1b65e796af" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af">PxSceneLimits::maxNbRegions</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Expected maximum number of broad-phase regions. +<p> + +<p>Referenced by <a class="el" href="PxSceneDesc_8h-source.html#l00436">isValid()</a>.</p> + +</div> +</div><p> +<a class="anchor" name="5269e317c229389fc49ed658d60f1a7e"></a><!-- doxytag: member="PxSceneLimits::maxNbStaticShapes" ref="5269e317c229389fc49ed658d60f1a7e" args="" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="el" href="classPxSceneLimits.html#5269e317c229389fc49ed658d60f1a7e">PxSceneLimits::maxNbStaticShapes</a> </td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Expected maximum number of static shapes. +<p> + +</div> +</div><p> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="PxSceneDesc_8h-source.html">PxSceneDesc.h</a></ul> +</div> + +<hr style="width: 100%; height: 2px;"><br> +Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +</body> +</html> |