+#include <PxSceneDesc.h>
+
+ +
Public Member Functions | |
| PX_INLINE | PxSceneLimits () |
| constructor sets to default | |
| PX_INLINE void | setToDefault () |
| (re)sets the structure to the default | |
| PX_INLINE bool | isValid () const |
| Returns true if the descriptor is valid. | |
Public Attributes | |
| PxU32 | maxNbActors |
| Expected maximum number of actors. | |
| PxU32 | maxNbBodies |
| Expected maximum number of dynamic rigid bodies. | |
| PxU32 | maxNbStaticShapes |
| Expected maximum number of static shapes. | |
| PxU32 | maxNbDynamicShapes |
| Expected maximum number of dynamic shapes. | |
| PxU32 | maxNbAggregates |
| Expected maximum number of aggregates. | |
| PxU32 | maxNbConstraints |
| Expected maximum number of constraint shaders. | |
| PxU32 | maxNbRegions |
| Expected maximum number of broad-phase regions. | |
| PxU32 | maxNbBroadPhaseOverlaps |
| Expected maximum number of broad-phase overlaps. | |
| PX_DEPRECATED PxU32 | maxNbObjectsPerRegion |
+0 indicates no limit. Using limits allows the SDK to preallocate various arrays, leading to less re-allocations and faster code at runtime.
| PxU32 PxSceneLimits::maxNbActors | +
+Expected maximum number of actors. +
+ +
| PxU32 PxSceneLimits::maxNbAggregates | +
+Expected maximum number of aggregates. +
+ +
| PxU32 PxSceneLimits::maxNbBodies | +
+Expected maximum number of dynamic rigid bodies. +
+ +
| PxU32 PxSceneLimits::maxNbBroadPhaseOverlaps | +
+Expected maximum number of broad-phase overlaps. +
+ +
| PxU32 PxSceneLimits::maxNbConstraints | +
+Expected maximum number of constraint shaders. +
+ +
| PxU32 PxSceneLimits::maxNbDynamicShapes | +
+Expected maximum number of dynamic shapes. +
+ +
| PX_DEPRECATED PxU32 PxSceneLimits::maxNbObjectsPerRegion | +
+
| PxU32 PxSceneLimits::maxNbRegions | +
| PxU32 PxSceneLimits::maxNbStaticShapes | +
+Expected maximum number of static shapes. +
+ +
+