From 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 Mon Sep 17 00:00:00 2001 From: git perforce import user Date: Tue, 25 Oct 2016 12:29:14 -0600 Subject: Initial commit: PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167] --- .../PhysXAPI/files/classPxTolerancesScale.html | 113 +++++++++++++++++++++ 1 file changed, 113 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/classPxTolerancesScale.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/classPxTolerancesScale.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/classPxTolerancesScale.html b/PhysX_3.4/Documentation/PhysXAPI/files/classPxTolerancesScale.html new file mode 100644 index 00000000..4a6b03e9 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/classPxTolerancesScale.html @@ -0,0 +1,113 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxTolerancesScale Class Reference + + + + + + + +
+

PxTolerancesScale Class Reference
+ +[Common] +

Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here. +More... +

+#include <PxTolerancesScale.h> +

+ +

+List of all members. + + + + + + + + + + + + + + + +

Public Member Functions

PX_INLINE PxTolerancesScale ()
 constructor sets to default
PX_INLINE bool isValid () const
 Returns true if the descriptor is valid.

Public Attributes

PxReal length
PX_DEPRECATED PxReal mass
PxReal speed
+


Detailed Description

+Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here. +

+

Note:
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.
+

Member Data Documentation

+ +
+
+ + + + +
PxReal PxTolerancesScale::length
+
+
+ +

+brief The approximate size of objects in the simulation.

+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. +

Referenced by isValid(), PxJointLinearLimit::PxJointLinearLimit(), and PxJointLinearLimitPair::PxJointLinearLimitPair().

+ +
+

+ +

+
+ + + + +
PX_DEPRECATED PxReal PxTolerancesScale::mass
+
+
+ +

+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.

Note:
This parameter is ignored by the PhysX SDK.
+ +

Referenced by isValid().

+ +
+

+ +

+
+ + + + +
PxReal PxTolerancesScale::speed
+
+
+ +

+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.

+For normal physical environments, a good choice is the approximate speed of an object falling under gravity for one second. +

+

+


The documentation for this class was generated from the following file: +
+ +

+Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com + + -- cgit v1.2.3