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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
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+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxTolerancesScale Class Reference</title>
+ <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+ <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css">
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+ <body bgcolor="#FFFFFF">
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+ <hr class="first">
+ <img alt="" src="images/PhysXlogo.png" align="middle"> <br>
+ <center>
+ <a class="qindex" href="main.html">Main Page</a> &nbsp;
+ <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp;
+ <a class="qindex" href="annotated.html">Compound List</a> &nbsp;
+ <a class="qindex" href="functions.html">Compound Members</a> &nbsp;
+ </center>
+ <hr class="second">
+ </div>
+<!-- Generated by Doxygen 1.5.8 -->
+<div class="contents">
+<h1>PxTolerancesScale Class Reference<br>
+<small>
+[<a class="el" href="group__common.html">Common</a>]</small>
+</h1><!-- doxytag: class="PxTolerancesScale" -->Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="PxTolerancesScale_8h-source.html">PxTolerancesScale.h</a>&gt;</code>
+<p>
+
+<p>
+<a href="classPxTolerancesScale-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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__common.html#gf2bc9f0c0e1ee44a548900a13bb1136c">PxTolerancesScale</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">constructor sets to default <a href="group__common.html#gf2bc9f0c0e1ee44a548900a13bb1136c"></a><br></td></tr>
+<tr><td class="memItemLeft" nowrap align="right" valign="top">PX_INLINE bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__common.html#g15a949dbeb82f6783ad8ee2ca48e5f9a">isValid</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if the descriptor is valid. <a href="group__common.html#g15a949dbeb82f6783ad8ee2ca48e5f9a"></a><br></td></tr>
+<tr><td colspan="2"><br><h2>Public Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align="right" valign="top">PxReal&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxTolerancesScale.html#7d93bf20de0e5b54783eda5bb64effeb">length</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align="right" valign="top">PX_DEPRECATED PxReal&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxTolerancesScale.html#df0d0c048ecc507e4f57fa70d58c444e">mass</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align="right" valign="top">PxReal&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxTolerancesScale.html#629358a15988697feaa85759d5c57e33">speed</a></td></tr>
+
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here.
+<p>
+<dl class="note" compact><dt><b>Note:</b></dt><dd>if you change the simulation scale, you will probablly also wish to change the scene's default value of gravity, and stable simulation will probably require changes to the scene's bounceThreshold also. </dd></dl>
+<hr><h2>Member Data Documentation</h2>
+<a class="anchor" name="7d93bf20de0e5b54783eda5bb64effeb"></a><!-- doxytag: member="PxTolerancesScale::length" ref="7d93bf20de0e5b54783eda5bb64effeb" args="" -->
+<div class="memitem">
+<div class="memproto">
+ <table class="memname">
+ <tr>
+ <td class="memname">PxReal <a class="el" href="classPxTolerancesScale.html#7d93bf20de0e5b54783eda5bb64effeb">PxTolerancesScale::length</a> </td>
+ </tr>
+ </table>
+</div>
+<div class="memdoc">
+
+<p>
+brief The approximate size of objects in the simulation.<p>
+For simulating roughly human-sized in metric units, 1 is a good choice. If simulation is done in centimetres, use 100 instead. This is used to estimate certain length-related tolerances.
+<p>Referenced by <a class="el" href="PxTolerancesScale_8h-source.html#l00111">isValid()</a>, <a class="el" href="PxJointLimit_8h-source.html#l00190">PxJointLinearLimit::PxJointLinearLimit()</a>, and <a class="el" href="PxJointLimit_8h-source.html#l00264">PxJointLinearLimitPair::PxJointLinearLimitPair()</a>.</p>
+
+</div>
+</div><p>
+<a class="anchor" name="df0d0c048ecc507e4f57fa70d58c444e"></a><!-- doxytag: member="PxTolerancesScale::mass" ref="df0d0c048ecc507e4f57fa70d58c444e" args="" -->
+<div class="memitem">
+<div class="memproto">
+ <table class="memname">
+ <tr>
+ <td class="memname">PX_DEPRECATED PxReal <a class="el" href="classPxTolerancesScale.html#df0d0c048ecc507e4f57fa70d58c444e">PxTolerancesScale::mass</a> </td>
+ </tr>
+ </table>
+</div>
+<div class="memdoc">
+
+<p>
+brief The approximate mass of a length * length * length block. If using metric scale for character sized objects and measuring mass in kilogrammes, 1000 is a good choice. <dl class="note" compact><dt><b>Note:</b></dt><dd>This parameter is ignored by the PhysX SDK. </dd></dl>
+
+<p>Referenced by <a class="el" href="PxTolerancesScale_8h-source.html#l00111">isValid()</a>.</p>
+
+</div>
+</div><p>
+<a class="anchor" name="629358a15988697feaa85759d5c57e33"></a><!-- doxytag: member="PxTolerancesScale::speed" ref="629358a15988697feaa85759d5c57e33" args="" -->
+<div class="memitem">
+<div class="memproto">
+ <table class="memname">
+ <tr>
+ <td class="memname">PxReal <a class="el" href="classPxTolerancesScale.html#629358a15988697feaa85759d5c57e33">PxTolerancesScale::speed</a> </td>
+ </tr>
+ </table>
+</div>
+<div class="memdoc">
+
+<p>
+brief The typical magnitude of velocities of objects in simulation. This is used to estimate whether a contact should be treated as bouncing or resting based on its impact velocity, and a kinetic energy threshold below which the simulation may put objects to sleep.<p>
+For normal physical environments, a good choice is the approximate speed of an object falling under gravity for one second.
+</div>
+</div><p>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="PxTolerancesScale_8h-source.html">PxTolerancesScale.h</a></ul>
+</div>
+
+<hr style="width: 100%; height: 2px;"><br>
+Copyright &copy; 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>