+#include <PxParticleBaseFlag.h>
+
+ +
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) + + } |
+
| enum PxParticleBaseFlag::Enum | +
+
| 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.
+ +
|
| 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.
+ +
|
| 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.
+ +
|
| 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.
+ +
|
| eGPU |
+Enable/disable GPU acceleration. Enabling GPU acceleration might fail. In this case the eGPU flag is switched off.
+ +
|
+