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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxSceneDesc.h Source File</title>
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<h1>PxSceneDesc.h</h1><a href="PxSceneDesc_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">// * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">// notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">// * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">// notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">// documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">// * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">// contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">// from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span>
<a name="l00029"></a>00029
<a name="l00030"></a>00030
<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_NX_SCENEDESC</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_SCENEDESC</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxFlags_8h.html">foundation/PxFlags.h</a>"</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxBounds3_8h.html">foundation/PxBounds3.h</a>"</span>
<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxFiltering_8h.html">PxFiltering.h</a>"</span>
<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxBroadPhase_8h.html">PxBroadPhase.h</a>"</span>
<a name="l00042"></a>00042 <span class="preprocessor">#include "<a class="code" href="PxTolerancesScale_8h.html">common/PxTolerancesScale.h</a>"</span>
<a name="l00043"></a>00043 <span class="preprocessor">#include "<a class="code" href="PxTask_8h.html">task/PxTask.h</a>"</span>
<a name="l00044"></a>00044
<a name="l00045"></a>00045 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00046"></a>00046 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00047"></a>00047 {
<a name="l00048"></a>00048 <span class="preprocessor">#endif</span>
<a name="l00049"></a>00049 <span class="preprocessor"></span>
<a name="l00067"></a><a class="code" href="structPxPruningStructureType.html">00067</a> <span class="keyword">struct </span><a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>
<a name="l00068"></a>00068 {
<a name="l00069"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">00069</a> <span class="keyword">enum</span> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">Enum</a>
<a name="l00070"></a>00070 {
<a name="l00071"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9667e19208a1fd5b2215e452ac9754b6e">00071</a> eNONE,
<a name="l00072"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9374d304bffaa55f53556e2b40a592e54">00072</a> eDYNAMIC_AABB_TREE,
<a name="l00073"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d99001cb07511fa509eae16a4a933a77f6">00073</a> eSTATIC_AABB_TREE,
<a name="l00074"></a>00074
<a name="l00075"></a><a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9613753bdd7051b3f88c0199549ee41bb">00075</a> eLAST
<a name="l00076"></a>00076 };
<a name="l00077"></a>00077 };
<a name="l00078"></a>00078
<a name="l00098"></a><a class="code" href="structPxSceneQueryUpdateMode.html">00098</a> <span class="keyword">struct </span><a class="code" href="structPxSceneQueryUpdateMode.html" title="Scene query update mode.">PxSceneQueryUpdateMode</a>
<a name="l00099"></a>00099 {
<a name="l00100"></a><a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">00100</a> <span class="keyword">enum</span> <a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">Enum</a>
<a name="l00101"></a>00101 {
<a name="l00102"></a><a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4a9f1900ad863b24a136a6bf7061718e5">00102</a> eBUILD_ENABLED_COMMIT_ENABLED,
<a name="l00103"></a><a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4501079944c5156ae69a4b8e66727144c">00103</a> eBUILD_ENABLED_COMMIT_DISABLED,
<a name="l00104"></a><a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4793afa91b648fc6b1c92ff333490e7f2">00104</a> eBUILD_DISABLED_COMMIT_DISABLED
<a name="l00105"></a>00105 };
<a name="l00106"></a>00106 };
<a name="l00107"></a>00107
<a name="l00108"></a>00108
<a name="l00124"></a><a class="code" href="structPxFrictionType.html">00124</a> <span class="keyword">struct </span><a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>
<a name="l00125"></a>00125 {
<a name="l00126"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">00126</a> <span class="keyword">enum</span> <a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">Enum</a>
<a name="l00127"></a>00127 {
<a name="l00128"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96bcf891c8b96deb40e1e475237fe4f4047">00128</a> ePATCH,
<a name="l00129"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b3db131f3d5cb7b55f36e0b0d2e3cac6d">00129</a> eONE_DIRECTIONAL,
<a name="l00130"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b6cc49a8178d18bdd96e42fb1cb2c36a4">00130</a> eTWO_DIRECTIONAL,
<a name="l00131"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b1babb0238e5d20663f85eb4e1afa9c84">00131</a> eFRICTION_COUNT
<a name="l00132"></a>00132 };
<a name="l00133"></a>00133 };
<a name="l00134"></a>00134
<a name="l00141"></a><a class="code" href="structPxSceneFlag.html">00141</a> <span class="keyword">struct </span><a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>
<a name="l00142"></a>00142 {
<a name="l00143"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">00143</a> <span class="keyword">enum</span> <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">Enum</a>
<a name="l00144"></a>00144 {
<a name="l00157"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53b864a8d54af8c7baaedba117977a523f">00157</a> eENABLE_ACTIVE_ACTORS = (1<<0),
<a name="l00158"></a>00158
<a name="l00171"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5338481fa715039972c2047d15094a1060">00171</a> eENABLE_ACTIVETRANSFORMS <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1<<1),
<a name="l00172"></a>00172
<a name="l00185"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5305d1e69880f10fb3de7d26c2e2e7eca3">00185</a> eENABLE_CCD = (1<<2),
<a name="l00186"></a>00186
<a name="l00206"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53e5e231832542525c2c1faedcc4a49d11">00206</a> eDISABLE_CCD_RESWEEP = (1<<3),
<a name="l00207"></a>00207
<a name="l00215"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0">00215</a> eADAPTIVE_FORCE = (1<<4),
<a name="l00216"></a>00216
<a name="l00227"></a>00227 eENABLE_KINEMATIC_STATIC_PAIRS <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1<<5),
<a name="l00228"></a>00228
<a name="l00239"></a>00239 eENABLE_KINEMATIC_PAIRS <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1<<6),
<a name="l00240"></a>00240
<a name="l00248"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5329717fa631812cc31261d73055762e03">00248</a> eENABLE_PCM = (1 << 9),
<a name="l00249"></a>00249
<a name="l00258"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c538644817a9a2916453433702614672565">00258</a> eDISABLE_CONTACT_REPORT_BUFFER_RESIZE = (1 << 10),
<a name="l00259"></a>00259
<a name="l00270"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c539f72bafbe1387992429615ab5842b07a">00270</a> eDISABLE_CONTACT_CACHE = (1 << 11),
<a name="l00271"></a>00271
<a name="l00287"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5397a4bafb1db3bba4b8ff373e16d67c5b">00287</a> eREQUIRE_RW_LOCK = (1 << 12),
<a name="l00288"></a>00288
<a name="l00296"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe">00296</a> eENABLE_STABILIZATION = (1 << 14),
<a name="l00297"></a>00297
<a name="l00306"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53641b016fe61d501e8cb5cdadd1b412ed">00306</a> eENABLE_AVERAGE_POINT = (1 << 15),
<a name="l00307"></a>00307
<a name="l00321"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c531d29a32a585c1463b30332ee8e328cad">00321</a> eDEPRECATED_TRIGGER_TRIGGER_REPORTS = (1 << 16),
<a name="l00322"></a>00322
<a name="l00335"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53a645ccb938b901ce501b50ce55c15886">00335</a> eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS = (1 << 17),
<a name="l00336"></a>00336
<a name="l00352"></a>00352 eSUPPRESS_EAGER_SCENE_QUERY_REFIT PX_DEPRECATED = (1 << 18),
<a name="l00353"></a>00353
<a name="l00354"></a>00354 <span class="comment">/*\brief Enables the GPU dynamics pipeline</span>
<a name="l00355"></a>00355 <span class="comment"></span>
<a name="l00356"></a>00356 <span class="comment"> When set to true, a CUDA ARCH 3.0 or above-enabled NVIDIA GPU is present and the GPU dispatcher has been configured, this will run the GPU dynamics pipelin instead of the CPU dynamics pipeline.</span>
<a name="l00357"></a>00357 <span class="comment"></span>
<a name="l00358"></a>00358 <span class="comment"> Note that this flag is not mutable and must be set in PxSceneDesc at scene creation.</span>
<a name="l00359"></a>00359 <span class="comment"> */</span>
<a name="l00360"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fb55a7dd55b07e2ae234072e88d0b607">00360</a> eENABLE_GPU_DYNAMICS = (1 << 19),
<a name="l00361"></a>00361
<a name="l00383"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fc106b84674b04718dd78ea4640daf86">00383</a> eENABLE_ENHANCED_DETERMINISM = (1<<20),
<a name="l00384"></a>00384
<a name="l00385"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5344d457656c5ac42d8318bfa2df7aee82">00385</a> eMUTABLE_FLAGS = eENABLE_ACTIVE_ACTORS|eENABLE_ACTIVETRANSFORMS|eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS
<a name="l00386"></a>00386 };
<a name="l00387"></a>00387 };
<a name="l00388"></a>00388
<a name="l00389"></a>00389
<a name="l00395"></a><a class="code" href="group__physics.html#g54a626a9a6d80543048bffc654814704">00395</a> <span class="keyword">typedef</span> <a class="code" href="classPxFlags.html">PxFlags<PxSceneFlag::Enum,PxU32></a> <a class="code" href="classPxFlags.html">PxSceneFlags</a>;
<a name="l00396"></a>00396 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">PxSceneFlag::Enum</a>,<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>)
<a name="l00397"></a>00397
<a name="l00398"></a>00398
<a name="l00399"></a>00399 class <a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>;
<a name="l00400"></a>00400 class <a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>;
<a name="l00401"></a>00401 class <a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>;
<a name="l00402"></a>00402 class <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>;
<a name="l00403"></a>00403
<a name="l00412"></a><a class="code" href="classPxSceneLimits.html">00412</a> class <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a>
<a name="l00413"></a>00413 {
<a name="l00414"></a>00414 <span class="keyword">public</span>:
<a name="l00415"></a><a class="code" href="classPxSceneLimits.html#f0a6bbbff2a3c1ce5cf80d2ef3666cf5">00415</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbActors;
<a name="l00416"></a><a class="code" href="classPxSceneLimits.html#d0eaee83c330232159c791093abc0f4c">00416</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbBodies;
<a name="l00417"></a><a class="code" href="classPxSceneLimits.html#5269e317c229389fc49ed658d60f1a7e">00417</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbStaticShapes;
<a name="l00418"></a><a class="code" href="classPxSceneLimits.html#2657acecc1cc484fc48a1263f4fc0427">00418</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbDynamicShapes;
<a name="l00419"></a><a class="code" href="classPxSceneLimits.html#d44cb62b261514d8937077f75b40c5cc">00419</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbAggregates;
<a name="l00420"></a><a class="code" href="classPxSceneLimits.html#4226fb580e6cf704af33208a931bfd0e">00420</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbConstraints;
<a name="l00421"></a><a class="code" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af">00421</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbRegions;
<a name="l00422"></a><a class="code" href="classPxSceneLimits.html#8f662dce363bf4b21782a0d33b309446">00422</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbBroadPhaseOverlaps;
<a name="l00423"></a><a class="code" href="classPxSceneLimits.html#098be54fe1199d3a31c9cb91f2eec003">00423</a> PX_DEPRECATED <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbObjectsPerRegion;
<a name="l00424"></a>00424
<a name="l00428"></a>00428 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> PxSceneLimits();
<a name="l00429"></a>00429
<a name="l00433"></a>00433 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault();
<a name="l00434"></a>00434
<a name="l00439"></a>00439 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
<a name="l00440"></a>00440 };
<a name="l00441"></a>00441
<a name="l00442"></a><a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7">00442</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7" title="constructor sets to default">PxSceneLimits::PxSceneLimits</a>() : <span class="comment">//constructor sets to default</span>
<a name="l00443"></a>00443 maxNbActors (0),
<a name="l00444"></a>00444 maxNbBodies (0),
<a name="l00445"></a>00445 maxNbStaticShapes (0),
<a name="l00446"></a>00446 maxNbDynamicShapes (0),
<a name="l00447"></a>00447 maxNbAggregates (0),
<a name="l00448"></a>00448 maxNbConstraints (0),
<a name="l00449"></a>00449 maxNbRegions (0),
<a name="l00450"></a>00450 maxNbBroadPhaseOverlaps (0),
<a name="l00451"></a>00451 maxNbObjectsPerRegion (0)
<a name="l00452"></a>00452 {
<a name="l00453"></a>00453 }
<a name="l00454"></a>00454
<a name="l00455"></a><a class="code" href="group__physics.html#ge673c050f15b0fc912860adbb3394e34">00455</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__physics.html#ge673c050f15b0fc912860adbb3394e34" title="(re)sets the structure to the default">PxSceneLimits::setToDefault</a>()
<a name="l00456"></a>00456 {
<a name="l00457"></a>00457 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7" title="constructor sets to default">PxSceneLimits</a>();
<a name="l00458"></a>00458 }
<a name="l00459"></a>00459
<a name="l00460"></a><a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1">00460</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1" title="Returns true if the descriptor is valid.">PxSceneLimits::isValid</a>()<span class="keyword"> const </span>
<a name="l00461"></a>00461 <span class="keyword"></span>{
<a name="l00462"></a>00462 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af" title="Expected maximum number of broad-phase regions.">maxNbRegions</a>>256) <span class="comment">// max number of regions is currently limited</span>
<a name="l00463"></a>00463 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00464"></a>00464
<a name="l00465"></a>00465 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00466"></a>00466 }
<a name="l00467"></a>00467
<a name="l00468"></a>00468 <span class="comment">//#if PX_SUPPORT_GPU_PHYSX</span>
<a name="l00473"></a><a class="code" href="structPxgDynamicsMemoryConfig.html">00473</a> <span class="comment"></span><span class="keyword">struct </span><a class="code" href="structPxgDynamicsMemoryConfig.html" title="Sizes of pre-allocated buffers use for GPU dynamics.">PxgDynamicsMemoryConfig</a>
<a name="l00474"></a>00474 {
<a name="l00475"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506">00475</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>;
<a name="l00476"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9">00476</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>;
<a name="l00477"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0">00477</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>;
<a name="l00478"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947">00478</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947" title="Size of contact stream buffer allocated in pinned host memory. This is double-buffered...">contactStreamSize</a>;
<a name="l00479"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7">00479</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7" title="Size of the contact patch stream buffer allocated in pinned host memory. This is...">patchStreamSize</a>;
<a name="l00480"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9">00480</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>;
<a name="l00481"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8">00481</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8" title="Initial capacity of the GPU and pinned host memory heaps. Additional memory will...">heapCapacity</a>;
<a name="l00482"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae">00482</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae" title="Capacity of found and lost buffers allocated in GPU global memory. This is used for...">foundLostPairsCapacity</a>;
<a name="l00483"></a>00483
<a name="l00484"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">00484</a> <a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig</a>() :
<a name="l00485"></a>00485 <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>(32 * 1024 * 1024),
<a name="l00486"></a>00486 <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>(24 * 1024 * 1024),
<a name="l00487"></a>00487 <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>(16 * 1024 * 1024),
<a name="l00488"></a>00488 <a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947" title="Size of contact stream buffer allocated in pinned host memory. This is double-buffered...">contactStreamSize</a>(1024 * 512),
<a name="l00489"></a>00489 <a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7" title="Size of the contact patch stream buffer allocated in pinned host memory. This is...">patchStreamSize</a>(1024 * 80),
<a name="l00490"></a>00490 <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>(1 * 1024 * 1024),
<a name="l00491"></a>00491 <a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8" title="Initial capacity of the GPU and pinned host memory heaps. Additional memory will...">heapCapacity</a>(64 * 1024 * 1024),
<a name="l00492"></a>00492 <a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae" title="Capacity of found and lost buffers allocated in GPU global memory. This is used for...">foundLostPairsCapacity</a>(256 * 1024)
<a name="l00493"></a>00493 {
<a name="l00494"></a>00494 }
<a name="l00495"></a>00495 };
<a name="l00496"></a>00496
<a name="l00497"></a>00497 <span class="comment">//#endif</span>
<a name="l00498"></a>00498
<a name="l00506"></a><a class="code" href="classPxSceneDesc.html">00506</a> <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>
<a name="l00507"></a>00507 {
<a name="l00508"></a>00508 <span class="keyword">public</span>:
<a name="l00509"></a>00509
<a name="l00520"></a><a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20">00520</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> <a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20" title="Gravity vector.">gravity</a>;
<a name="l00521"></a>00521
<a name="l00532"></a><a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941">00532</a> <a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>* <a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941" title="Possible notification callback.">simulationEventCallback</a>;
<a name="l00533"></a>00533
<a name="l00541"></a><a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90">00541</a> <a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>* <a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90" title="Possible asynchronous callback for contact modification.">contactModifyCallback</a>;
<a name="l00542"></a>00542
<a name="l00550"></a><a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb">00550</a> <a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>* <a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb" title="Possible asynchronous callback for contact modification.">ccdContactModifyCallback</a>;
<a name="l00551"></a>00551
<a name="l00561"></a><a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2">00561</a> <span class="keyword">const</span> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a>;
<a name="l00562"></a>00562
<a name="l00570"></a><a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883">00570</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a>;
<a name="l00571"></a>00571
<a name="l00581"></a><a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38">00581</a> <a class="code" href="group__physics.html#g9db06e901a760fb02c06f27bf3e474b3" title="Filter shader to specify handling of collision pairs.">PxSimulationFilterShader</a> <a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering.">filterShader</a>;
<a name="l00582"></a>00582
<a name="l00591"></a><a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1">00591</a> <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>* <a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1" title="A custom collision filter callback which can be used to implement more complex filtering...">filterCallback</a>;
<a name="l00592"></a>00592
<a name="l00600"></a><a class="code" href="classPxSceneDesc.html#90e220df7cb1f25852d4cc62cecd8869">00600</a> <a class="code" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> <a class="code" href="classPxSceneDesc.html#90e220df7cb1f25852d4cc62cecd8869" title="Filtering mode for kinematic-kinematic pairs in the broadphase.">kineKineFilteringMode</a>;
<a name="l00601"></a>00601
<a name="l00609"></a><a class="code" href="classPxSceneDesc.html#1ff29795e987f8f9b347545468915de2">00609</a> <a class="code" href="structPxPairFilteringMode.html#eaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> <a class="code" href="classPxSceneDesc.html#1ff29795e987f8f9b347545468915de2" title="Filtering mode for static-kinematic pairs in the broadphase.">staticKineFilteringMode</a>;
<a name="l00610"></a>00610
<a name="l00618"></a><a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157">00618</a> <a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a> <a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157" title="Selects the broad-phase algorithm to use.">broadPhaseType</a>;
<a name="l00619"></a>00619
<a name="l00630"></a><a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91">00630</a> <a class="code" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events.">PxBroadPhaseCallback</a>* <a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91" title="Broad-phase callback.">broadPhaseCallback</a>;
<a name="l00631"></a>00631
<a name="l00637"></a><a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e">00637</a> <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a> <a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e" title="Expected scene limits.">limits</a>;
<a name="l00638"></a>00638
<a name="l00649"></a><a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9">00649</a> <a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> <a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9" title="Selects the friction algorithm to use for simulation.">frictionType</a>;
<a name="l00650"></a>00650
<a name="l00660"></a><a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34">00660</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34" title="A contact with a relative velocity below this will not bounce. A typical value for...">bounceThresholdVelocity</a>;
<a name="l00661"></a>00661
<a name="l00675"></a><a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf">00675</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf" title="A threshold of contact separation distance used to decide if a contact point will...">frictionOffsetThreshold</a>;
<a name="l00676"></a>00676
<a name="l00686"></a><a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33">00686</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33" title="A threshold for speculative CCD. Used to control whether bias, restitution or a combination...">ccdMaxSeparation</a>;
<a name="l00687"></a>00687
<a name="l00696"></a><a class="code" href="classPxSceneDesc.html#91b6c205bf684c0f41432a23c1323ee2">00696</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#91b6c205bf684c0f41432a23c1323ee2" title="A slop value used to zero contact offsets from the body&#39;s COM on an axis if the...">solverOffsetSlop</a>;
<a name="l00697"></a>00697
<a name="l00703"></a><a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38">00703</a> <a class="code" href="classPxFlags.html">PxSceneFlags</a> <a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38" title="Flags used to select scene options.">flags</a>;
<a name="l00704"></a>00704
<a name="l00710"></a><a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725">00710</a> PxCpuDispatcher* <a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>;
<a name="l00711"></a>00711
<a name="l00719"></a><a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc">00719</a> PxGpuDispatcher* <a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc" title="The GPU task dispatcher for the scene.">gpuDispatcher</a>;
<a name="l00720"></a>00720
<a name="l00726"></a><a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7">00726</a> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> <a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects.">staticStructure</a>;
<a name="l00727"></a>00727
<a name="l00731"></a><a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f">00731</a> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> <a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f" title="Defines the structure used to store dynamic objects.">dynamicStructure</a>;
<a name="l00732"></a>00732
<a name="l00750"></a><a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3">00750</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning...">dynamicTreeRebuildRateHint</a>;
<a name="l00751"></a>00751
<a name="l00759"></a><a class="code" href="classPxSceneDesc.html#466c85f090678a01f2c6ee85b9584e7a">00759</a> <a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> <a class="code" href="classPxSceneDesc.html#466c85f090678a01f2c6ee85b9584e7a" title="Defines the scene query update mode.">sceneQueryUpdateMode</a>;
<a name="l00760"></a>00760
<a name="l00766"></a><a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834">00766</a> <span class="keywordtype">void</span>* <a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834" title="Will be copied to PxScene::userData.">userData</a>;
<a name="l00767"></a>00767
<a name="l00781"></a><a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797">00781</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797" title="Defines the number of actors required to spawn a separate rigid body solver island...">solverBatchSize</a>;
<a name="l00782"></a>00782
<a name="l00796"></a><a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83">00796</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store...">nbContactDataBlocks</a>;
<a name="l00797"></a>00797
<a name="l00816"></a><a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35">00816</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store...">maxNbContactDataBlocks</a>;
<a name="l00817"></a>00817
<a name="l00834"></a><a class="code" href="classPxSceneDesc.html#65bbe399965691dec83ba3fe1a5082ec">00834</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#65bbe399965691dec83ba3fe1a5082ec" title="The maximum bias coefficient used in the constraint solver.">maxBiasCoefficient</a>;
<a name="l00835"></a>00835
<a name="l00849"></a><a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a">00849</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes).">contactReportStreamBufferSize</a>;
<a name="l00850"></a>00850
<a name="l00862"></a><a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9">00862</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9" title="Maximum number of CCD passes.">ccdMaxPasses</a>;
<a name="l00863"></a>00863
<a name="l00874"></a><a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7">00874</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> <a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value.">wakeCounterResetValue</a>;
<a name="l00875"></a>00875
<a name="l00885"></a><a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168">00885</a> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> <a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168" title="The bounds used to sanity check user-set positions of actors and articulation links...">sanityBounds</a>;
<a name="l00886"></a>00886
<a name="l00890"></a><a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197">00890</a> <a class="code" href="structPxgDynamicsMemoryConfig.html" title="Sizes of pre-allocated buffers use for GPU dynamics.">PxgDynamicsMemoryConfig</a> <a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197" title="The pre-allocations performed in the GPU dynamics pipeline.">gpuDynamicsConfig</a>;
<a name="l00891"></a>00891
<a name="l00898"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00898</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a>;
<a name="l00899"></a>00899
<a name="l00903"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00903</a> <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> <a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7" title="Defines which compute version the GPU dynamics should target. DO NOT MODIFY.">gpuComputeVersion</a>;
<a name="l00904"></a>00904
<a name="l00905"></a>00905 <span class="keyword">private</span>:
<a name="l00909"></a>00909 <span class="comment">// For internal use only</span>
<a name="l00910"></a>00910 <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a> tolerancesScale;
<a name="l00916"></a>00916 <span class="keyword">public</span>:
<a name="l00925"></a>00925 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& scale);
<a name="l00926"></a>00926
<a name="l00935"></a>00935 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8" title="(re)sets the structure to the default.">setToDefault</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& scale);
<a name="l00936"></a>00936
<a name="l00941"></a>00941 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641" title="Returns true if the descriptor is valid.">isValid</a>() <span class="keyword">const</span>;
<a name="l00942"></a>00942
<a name="l00946"></a>00946 <span class="comment">// For internal use only</span>
<a name="l00947"></a>00947 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& getTolerancesScale()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> tolerancesScale; }
<a name="l00951"></a>00951 };
<a name="l00952"></a>00952
<a name="l00953"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00953</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc::PxSceneDesc</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& scale):
<a name="l00954"></a>00954 gravity (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)),
<a name="l00955"></a>00955 simulationEventCallback (NULL),
<a name="l00956"></a>00956 contactModifyCallback (NULL),
<a name="l00957"></a>00957 ccdContactModifyCallback (NULL),
<a name="l00958"></a>00958
<a name="l00959"></a>00959 filterShaderData (NULL),
<a name="l00960"></a>00960 filterShaderDataSize (0),
<a name="l00961"></a>00961 filterShader (NULL),
<a name="l00962"></a>00962 filterCallback (NULL),
<a name="l00963"></a>00963
<a name="l00964"></a>00964 kineKineFilteringMode (<a class="code" href="structPxPairFilteringMode.html">PxPairFilteringMode</a>::eDEFAULT),
<a name="l00965"></a>00965 staticKineFilteringMode (<a class="code" href="structPxPairFilteringMode.html">PxPairFilteringMode</a>::eDEFAULT),
<a name="l00966"></a>00966
<a name="l00967"></a>00967 broadPhaseType (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP),
<a name="l00968"></a>00968 broadPhaseCallback (NULL),
<a name="l00969"></a>00969
<a name="l00970"></a>00970 frictionType (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH),
<a name="l00971"></a>00971 bounceThresholdVelocity (0.2f * scale.speed),
<a name="l00972"></a>00972 frictionOffsetThreshold (0.04f * scale.length),
<a name="l00973"></a>00973 ccdMaxSeparation (0.04f * scale.length),
<a name="l00974"></a>00974 solverOffsetSlop (0.0f),
<a name="l00975"></a>00975
<a name="l00976"></a>00976 flags (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM),
<a name="l00977"></a>00977
<a name="l00978"></a>00978 cpuDispatcher (NULL),
<a name="l00979"></a>00979 gpuDispatcher (NULL),
<a name="l00980"></a>00980
<a name="l00981"></a>00981 staticStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
<a name="l00982"></a>00982 dynamicStructure (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
<a name="l00983"></a>00983 dynamicTreeRebuildRateHint (100),
<a name="l00984"></a>00984 sceneQueryUpdateMode (<a class="code" href="structPxSceneQueryUpdateMode.html" title="Scene query update mode.">PxSceneQueryUpdateMode</a>::eBUILD_ENABLED_COMMIT_ENABLED),
<a name="l00985"></a>00985
<a name="l00986"></a>00986 userData (NULL),
<a name="l00987"></a>00987
<a name="l00988"></a>00988 solverBatchSize (128),
<a name="l00989"></a>00989
<a name="l00990"></a>00990 nbContactDataBlocks (0),
<a name="l00991"></a>00991 maxNbContactDataBlocks (1<<16),
<a name="l00992"></a>00992 maxBiasCoefficient (<a class="code" href="group__foundation.html#g7539e08056ea09ff1c341b866b7103f4">PX_MAX_F32</a>),
<a name="l00993"></a>00993 contactReportStreamBufferSize (8192),
<a name="l00994"></a>00994 ccdMaxPasses (1),
<a name="l00995"></a>00995 wakeCounterResetValue (20.0f*0.02f),
<a name="l00996"></a>00996 sanityBounds (<a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a>(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(-<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>), <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(<a class="code" href="group__foundation.html#gc1b800617c25ba00871816b8a0756d89">PX_MAX_BOUNDS_EXTENTS</a>))),
<a name="l00997"></a>00997
<a name="l00998"></a>00998 gpuMaxNumPartitions (8),
<a name="l00999"></a>00999 gpuComputeVersion (0),
<a name="l01000"></a>01000
<a name="l01001"></a>01001 tolerancesScale (scale)
<a name="l01002"></a>01002 {
<a name="l01003"></a>01003 }
<a name="l01004"></a>01004
<a name="l01005"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">01005</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8" title="(re)sets the structure to the default.">PxSceneDesc::setToDefault</a>(<span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& scale)
<a name="l01006"></a>01006 {
<a name="l01007"></a>01007 *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale);
<a name="l01008"></a>01008 }
<a name="l01009"></a>01009
<a name="l01010"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">01010</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641" title="Returns true if the descriptor is valid.">PxSceneDesc::isValid</a>()<span class="keyword"> const</span>
<a name="l01011"></a>01011 <span class="keyword"></span>{
<a name="l01012"></a>01012 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering.">filterShader</a>)
<a name="l01013"></a>01013 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01014"></a>01014
<a name="l01015"></a>01015 <span class="keywordflow">if</span>( ((<a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a> == 0) && (<a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a> != NULL)) ||
<a name="l01016"></a>01016 ((<a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a> > 0) && (<a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader.">filterShaderData</a> == NULL)) )
<a name="l01017"></a>01017 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01018"></a>01018
<a name="l01019"></a>01019 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e" title="Expected scene limits.">limits</a>.<a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1" title="Returns true if the descriptor is valid.">isValid</a>())
<a name="l01020"></a>01020 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01021"></a>01021
<a name="l01022"></a>01022 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects.">staticStructure</a>!=<a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d99001cb07511fa509eae16a4a933a77f6" title="Using a static AABB tree.">PxPruningStructureType::eSTATIC_AABB_TREE</a> && <a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects.">staticStructure</a>!=<a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9374d304bffaa55f53556e2b40a592e54" title="Using a dynamic AABB tree.">PxPruningStructureType::eDYNAMIC_AABB_TREE</a>)
<a name="l01023"></a>01023 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01024"></a>01024
<a name="l01025"></a>01025 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning...">dynamicTreeRebuildRateHint</a> < 4)
<a name="l01026"></a>01026 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01027"></a>01027
<a name="l01028"></a>01028 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34" title="A contact with a relative velocity below this will not bounce. A typical value for...">bounceThresholdVelocity</a> < 0.0f)
<a name="l01029"></a>01029 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01030"></a>01030 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf" title="A threshold of contact separation distance used to decide if a contact point will...">frictionOffsetThreshold</a> < 0.0f)
<a name="l01031"></a>01031 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01032"></a>01032 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33" title="A threshold for speculative CCD. Used to control whether bias, restitution or a combination...">ccdMaxSeparation</a> < 0.0f)
<a name="l01033"></a>01033 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01034"></a>01034
<a name="l01035"></a>01035 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>)
<a name="l01036"></a>01036 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01037"></a>01037
<a name="l01038"></a>01038 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes).">contactReportStreamBufferSize</a>)
<a name="l01039"></a>01039 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01040"></a>01040
<a name="l01041"></a>01041 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store...">maxNbContactDataBlocks</a> < <a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store...">nbContactDataBlocks</a>)
<a name="l01042"></a>01042 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01043"></a>01043
<a name="l01044"></a>01044 <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value.">wakeCounterResetValue</a> <= 0.0f)
<a name="l01045"></a>01045 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01046"></a>01046
<a name="l01047"></a>01047 <span class="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span>
<a name="l01048"></a>01048 <span class="keywordflow">if</span>((<a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38" title="Flags used to select scene options.">flags</a> & (<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0" title="Enable adaptive forces to accelerate convergence of the solver.">PxSceneFlag::eADAPTIVE_FORCE</a> | <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe" title="Enables additional stabilization pass in solver.">PxSceneFlag::eENABLE_STABILIZATION</a>)) == (<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0" title="Enable adaptive forces to accelerate convergence of the solver.">PxSceneFlag::eADAPTIVE_FORCE</a> | <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe" title="Enables additional stabilization pass in solver.">PxSceneFlag::eENABLE_STABILIZATION</a>))
<a name="l01049"></a>01049 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01050"></a>01050
<a name="l01051"></a>01051 <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168" title="The bounds used to sanity check user-set positions of actors and articulation links...">sanityBounds</a>.<a class="code" href="group__foundation.html#g1a4839a26d49a14844a13fc6a845191e">isValid</a>())
<a name="l01052"></a>01052 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01053"></a>01053
<a name="l01054"></a>01054 <span class="comment">//gpuMaxNumPartitions must be power of 2</span>
<a name="l01055"></a>01055 <span class="keywordflow">if</span>((<a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a>&(<a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a> - 1)) != 0)
<a name="l01056"></a>01056 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01057"></a>01057 <span class="keywordflow">if</span> (<a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac" title="Limitation for the partitions in the GPU dynamics pipeline. This variable must be...">gpuMaxNumPartitions</a> > 32)
<a name="l01058"></a>01058 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l01059"></a>01059
<a name="l01060"></a>01060 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l01061"></a>01061 }
<a name="l01062"></a>01062
<a name="l01063"></a>01063
<a name="l01064"></a>01064 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l01065"></a>01065 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l01066"></a>01066 <span class="preprocessor">#endif</span>
<a name="l01067"></a>01067 <span class="preprocessor"></span>
<a name="l01069"></a>01069 <span class="preprocessor">#endif</span>
</pre></div></div>
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