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/structPxBroadPhaseRegion.html | 99 ++++++++++++++++++++++ 1 file changed, 99 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/structPxBroadPhaseRegion.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/structPxBroadPhaseRegion.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/structPxBroadPhaseRegion.html b/PhysX_3.4/Documentation/PhysXAPI/files/structPxBroadPhaseRegion.html new file mode 100644 index 00000000..9978bb3c --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/structPxBroadPhaseRegion.html @@ -0,0 +1,99 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxBroadPhaseRegion Struct Reference + + + + + + + +
+

PxBroadPhaseRegion Struct Reference
+ +[Physics] +

"Region of interest" for the broad-phase. +More... +

+#include <PxBroadPhase.h> +

+

+Collaboration diagram for PxBroadPhaseRegion:
+
+

Collaboration graph
+ +PxBounds3PxVec3 +
[legend]
+ +

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

Public Attributes

PxBounds3 bounds
 Region's bounds.
void * userData
 Region's user-provided data.
+


Detailed Description

+"Region of interest" for the broad-phase. +

+This is currently only used for the PxBroadPhaseType::eMBP broad-phase, which requires zones or regions to be defined when the simulation starts in order to work. Regions can overlap and be added or removed at runtime, but at least one region needs to be defined when the scene is created.

+If objects that do no overlap any region are inserted into the scene, they will not be added to the broad-phase and thus collisions will be disabled for them. A PxBroadPhaseCallback out-of-bounds notification will be sent for each one of those objects.

+The total number of regions is limited by PxBroadPhaseCaps::maxNbRegions.

+The number of regions has a direct impact on performance and memory usage, so it is recommended to experiment with various settings to find the best combination for your game. A good default setup is to start with global bounds around the whole world, and subdivide these bounds into 4*4 regions. The PxBroadPhaseExt::createRegionsFromWorldBounds function can do that for you.

+

See also:
PxBroadPhaseCallback PxBroadPhaseExt.createRegionsFromWorldBounds
+

Member Data Documentation

+ +
+ +
+ +

+Region's bounds. +

+ +

+

+ +

+
+ + + + +
void* PxBroadPhaseRegion::userData
+
+
+ +

+Region's user-provided data. +

+ +

+

+


The documentation for this struct 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