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/structPxParticleBaseFlag.html | 114 +++++++++++++++++++++ 1 file changed, 114 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/structPxParticleBaseFlag.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/structPxParticleBaseFlag.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/structPxParticleBaseFlag.html b/PhysX_3.4/Documentation/PhysXAPI/files/structPxParticleBaseFlag.html new file mode 100644 index 00000000..a6ba1675 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/structPxParticleBaseFlag.html @@ -0,0 +1,114 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxParticleBaseFlag Struct Reference + + + + + + + +
+

PxParticleBaseFlag Struct Reference
+ +[particles (deprecated)] +

ParticleBase flags (deprecated). +More... +

+#include <PxParticleBaseFlag.h> +

+ +

+List of all members. + + + + +

Public Types

enum  Enum {
+  eCOLLISION_TWOWAY = (1<<0), +
+  eCOLLISION_WITH_DYNAMIC_ACTORS = (1<<1), +
+  eENABLED = (1<<2), +
+  ePROJECT_TO_PLANE = (1<<3), +
+  ePER_PARTICLE_REST_OFFSET = (1<<4), +
+  ePER_PARTICLE_COLLISION_CACHE_HINT = (1<<5), +
+  eGPU = (1<<6) +
+ }
+


Detailed Description

+ParticleBase flags (deprecated). +

+

Deprecated:
The PhysX particle feature has been deprecated in PhysX version 3.4
+

Member Enumeration Documentation

+ +
+
+ + + + +
enum PxParticleBaseFlag::Enum
+
+
+ +

+

Enumerator:
+ + + + + + + + +
eCOLLISION_TWOWAY  +Enable/disable two way collision of particles with the rigid body scene. In either case, particles are influenced by colliding rigid bodies. If eCOLLISION_TWOWAY is not set, rigid bodies are not influenced by colliding particles. Use particleMass to control the strength of the feedback force on rigid bodies. +

+

Note:
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
+
eCOLLISION_WITH_DYNAMIC_ACTORS  +Enable/disable collision of particles with dynamic actors. The flag can be turned off as a hint to the sdk to save memory space and execution time. In principle any collisions can be turned off using filters but without or reduced memory and performance benefits. +

+

Note:
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
+
eENABLED  +Enable/disable execution of particle simulation.
ePROJECT_TO_PLANE  +Defines whether the particles of this particle system should be projected to a plane. This can be used to build 2D applications, for instance. The projection plane is defined by the parameter projectionPlaneNormal and projectionPlaneDistance.
ePER_PARTICLE_REST_OFFSET  +Enable/disable per particle rest offsets. Per particle rest offsets can be used to support particles having different sizes with respect to collision. +

+

Note:
This configuration cannot be changed after the particle system was created.
+
ePER_PARTICLE_COLLISION_CACHE_HINT  +Ename/disable per particle collision caches. Per particle collision caches improve collision detection performance at the cost of increased memory usage. +

+

Note:
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
+
eGPU  +Enable/disable GPU acceleration. Enabling GPU acceleration might fail. In this case the eGPU flag is switched off. +

+

Note:
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
+
See also:
PxScene.removeActor() PxScene.addActor() PxParticleGpu
+
+
+ +
+

+


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