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authorSheikh Dawood <[email protected]>2018-05-25 09:54:38 -0500
committerSheikh Dawood <[email protected]>2018-05-25 09:54:38 -0500
commitb99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1 (patch)
treede67d7adc7cc66d44c3e0a399d94d1db6bcebd0c /PhysX_3.4/Documentation/PhysXGuide/_sources
parentPhysX 3.4, APEX 1.4 patch release @23933511 (diff)
downloadphysx-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/PhysXGuide/_sources')
-rw-r--r--PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/AdvancedCollisionDetection.txt2
-rw-r--r--PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/BestPractices.txt4
-rw-r--r--PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/Cloth.txt2
-rw-r--r--PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/RigidBodyDynamics.txt2
4 files changed, 7 insertions, 3 deletions
diff --git a/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/AdvancedCollisionDetection.txt b/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/AdvancedCollisionDetection.txt
index 665a3493..2d5b6256 100644
--- a/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/AdvancedCollisionDetection.txt
+++ b/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/AdvancedCollisionDetection.txt
@@ -124,7 +124,7 @@ Here is an example for a contact event function from SampleSubmarine::
SampleSubmarine is a subclass of PxSimulationEventCallback. onContact receives the pair for which the requested contact events have been triggered. The above function is only interested in eNOTIFY_TOUCH_FOUND events, which are raised whenever two shapes start to touch. In fact it is only interested in touch events of the submarine -- which is checked in the second if-statement. It then goes on to assume that the second actor is a mine (which works in this example because the sample is configured such that no other contact reports will get sent when a submarine actor is involved). After that, it adds the mine to a set of mines that should explode during the next update.
-.. note:: By default collisions between kinematic rigid bodies and kinematic and static rigid bodies will not get reported. To enable these reports raise the PxSceneFlag::eENABLE_KINEMATIC_PAIRS or ::eENABLE_KINEMATIC_STATIC_PAIRS flag respectively by calling PxScene::setFlag().
+.. note:: By default collisions between kinematic rigid bodies and kinematic and static rigid bodies will not get reported. To enable these reports use the PxSceneDesc::kineKineFilteringMode and PxSceneDesc::staticKineFilteringMode parameters when creating a scene.
Frequently, users are only interested in contact reports, if the force of impact is larger than a certain threshold. This allows to reduce the amount of reported pairs which need to get processed. To take advantage of this option the following additional configurations are necessary:
diff --git a/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/BestPractices.txt b/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/BestPractices.txt
index 65c2935b..3e845fbf 100644
--- a/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/BestPractices.txt
+++ b/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/BestPractices.txt
@@ -89,6 +89,10 @@ Use the insertion callback when cooking at runtime
==================================================
Use PxPhysicsInsertionCallback for objects that are cooked at runtime. This is faster than first writing the data to a file or a memory buffer, and then passing the data to PhysX.
+Kill kinematic pairs early
+==========================
+If you do not need them, use PxPairFilteringMode::eKILL to disable kinematic pairs earlier in the pipeline.
+
The "Well of Despair"
==========================
diff --git a/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/Cloth.txt b/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/Cloth.txt
index 44b7406e..37fbb4f7 100644
--- a/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/Cloth.txt
+++ b/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/Cloth.txt
@@ -1,7 +1,7 @@
.. _cloth:
----------------------------------------------------
-Cloth
+Cloth (deprecated)
----------------------------------------------------
.. |pi| unicode:: U+003C0
diff --git a/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/RigidBodyDynamics.txt b/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/RigidBodyDynamics.txt
index d400309b..299b1e0e 100644
--- a/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/RigidBodyDynamics.txt
+++ b/PhysX_3.4/Documentation/PhysXGuide/_sources/Manual/RigidBodyDynamics.txt
@@ -266,7 +266,7 @@ Caveats:
- A kinematic actor can push away dynamic objects, but nothing pushes it back. As a result, a kinematic can easily squish a dynamic actor against a static actor, or against another kinematic actor. As a result, the squished dynamic object can deeply penetrate the geometry it has been pushed into.
-- There is no interaction or collision between kinematic actors and static actors. However, it is possible to request contact information for these cases if PxSceneFlag::eENABLE_KINEMATIC_PAIRS or ::eENABLE_KINEMATIC_STATIC_PAIRS gets set.
+- There is no interaction or collision between kinematic actors and static actors. However, it is possible to request contact information for these cases with the PxSceneDesc::kineKineFilteringMode and PxSceneDesc::staticKineFilteringMode.
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