aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneDesc_8h-source.html
blob: 62d0dd53bbc8c49892ebcf5bf863f8ffdc411fea (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
<html>
	<head>
		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxSceneDesc.h Source File</title>
		<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
		<LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css">
	</head>

	<body bgcolor="#FFFFFF">
		<div id="header">
			<hr class="first">
			<img alt="" src="images/PhysXlogo.png" align="middle"> <br>
			<center>
				<a class="qindex" href="main.html">Main Page</a> &nbsp; 
				<a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; 
				<a class="qindex" href="annotated.html">Compound List</a> &nbsp; 
				<a class="qindex" href="functions.html">Compound Members</a> &nbsp;  
			</center>
			<hr class="second">
		</div>
<!-- Generated by Doxygen 1.5.8 -->
<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">// This code contains NVIDIA Confidential Information and is disclosed to you</span>
<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span>
<a name="l00003"></a>00003 <span class="comment">//</span>
<a name="l00004"></a>00004 <span class="comment">// Notice</span>
<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span>
<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span>
<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span>
<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span>
<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span>
<a name="l00010"></a>00010 <span class="comment">//</span>
<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span>
<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span>
<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span>
<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span>
<a name="l00015"></a>00015 <span class="comment">//</span>
<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span>
<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span>
<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span>
<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span>
<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span>
<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span>
<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span>
<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span>
<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2017 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="l00079"></a>00079 
<a name="l00095"></a><a class="code" href="structPxFrictionType.html">00095</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="l00096"></a>00096     {
<a name="l00097"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">00097</a>         <span class="keyword">enum</span> <a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">Enum</a>
<a name="l00098"></a>00098         {
<a name="l00099"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96bcf891c8b96deb40e1e475237fe4f4047">00099</a>             ePATCH,             
<a name="l00100"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b3db131f3d5cb7b55f36e0b0d2e3cac6d">00100</a>             eONE_DIRECTIONAL,   
<a name="l00101"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b6cc49a8178d18bdd96e42fb1cb2c36a4">00101</a>             eTWO_DIRECTIONAL,   
<a name="l00102"></a><a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b1babb0238e5d20663f85eb4e1afa9c84">00102</a>             eFRICTION_COUNT     
<a name="l00103"></a>00103         };
<a name="l00104"></a>00104     };
<a name="l00105"></a>00105 
<a name="l00112"></a><a class="code" href="structPxSceneFlag.html">00112</a> <span class="keyword">struct </span><a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>
<a name="l00113"></a>00113 {
<a name="l00114"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">00114</a>     <span class="keyword">enum</span> <a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">Enum</a>
<a name="l00115"></a>00115     {
<a name="l00128"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53b864a8d54af8c7baaedba117977a523f">00128</a>         eENABLE_ACTIVE_ACTORS   = (1&lt;&lt;0),
<a name="l00129"></a>00129 
<a name="l00142"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53eabf4ab99946ab299fbb858b6a8f53af">00142</a>         eENABLE_ACTIVETRANSFORMS    <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1&lt;&lt;1),
<a name="l00143"></a>00143 
<a name="l00156"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5305d1e69880f10fb3de7d26c2e2e7eca3">00156</a>         eENABLE_CCD = (1&lt;&lt;2),
<a name="l00157"></a>00157 
<a name="l00177"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53e5e231832542525c2c1faedcc4a49d11">00177</a>         eDISABLE_CCD_RESWEEP    = (1&lt;&lt;3),
<a name="l00178"></a>00178 
<a name="l00179"></a>00179 
<a name="l00187"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53f41a174026200b36d385fbe91a67eac0">00187</a>         eADAPTIVE_FORCE             = (1&lt;&lt;4),
<a name="l00188"></a>00188 
<a name="l00189"></a>00189 
<a name="l00200"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53ce733907cb004049960a43b9c9184b9b">00200</a>         eENABLE_KINEMATIC_STATIC_PAIRS = (1&lt;&lt;5),
<a name="l00201"></a>00201 
<a name="l00202"></a>00202 
<a name="l00213"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c538537c3d1b706799fd9bdf6496dde1dbf">00213</a>         eENABLE_KINEMATIC_PAIRS = (1&lt;&lt;6),
<a name="l00214"></a>00214 
<a name="l00215"></a>00215 
<a name="l00223"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5329717fa631812cc31261d73055762e03">00223</a>         eENABLE_PCM = (1 &lt;&lt; 9),
<a name="l00224"></a>00224 
<a name="l00233"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c538644817a9a2916453433702614672565">00233</a>         eDISABLE_CONTACT_REPORT_BUFFER_RESIZE   = (1 &lt;&lt; 10),
<a name="l00234"></a>00234 
<a name="l00245"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c539f72bafbe1387992429615ab5842b07a">00245</a>         eDISABLE_CONTACT_CACHE  = (1 &lt;&lt; 11),
<a name="l00246"></a>00246 
<a name="l00247"></a>00247 
<a name="l00263"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5397a4bafb1db3bba4b8ff373e16d67c5b">00263</a>         eREQUIRE_RW_LOCK = (1 &lt;&lt; 12),
<a name="l00264"></a>00264 
<a name="l00272"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53909e1cb63ea9c0394e2c2b3a526f47fe">00272</a>         eENABLE_STABILIZATION = (1 &lt;&lt; 14),
<a name="l00273"></a>00273 
<a name="l00282"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53641b016fe61d501e8cb5cdadd1b412ed">00282</a>         eENABLE_AVERAGE_POINT = (1 &lt;&lt; 15),
<a name="l00283"></a>00283 
<a name="l00297"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c531d29a32a585c1463b30332ee8e328cad">00297</a>         eDEPRECATED_TRIGGER_TRIGGER_REPORTS = (1 &lt;&lt; 16),
<a name="l00298"></a>00298 
<a name="l00311"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53a645ccb938b901ce501b50ce55c15886">00311</a>         eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS = (1 &lt;&lt; 17),
<a name="l00312"></a>00312 
<a name="l00325"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53578417c8b82a150d90b69eb4064fa20d">00325</a>         eSUPPRESS_EAGER_SCENE_QUERY_REFIT = (1 &lt;&lt; 18),
<a name="l00326"></a>00326 
<a name="l00327"></a>00327         <span class="comment">/*\brief Enables the GPU dynamics pipeline</span>
<a name="l00328"></a>00328 <span class="comment"></span>
<a name="l00329"></a>00329 <span class="comment">        When set to true, a CUDA 2.0 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="l00330"></a>00330 <span class="comment"></span>
<a name="l00331"></a>00331 <span class="comment">        Note that this flag is not mutable and must be set in PxSceneDesc at scene creation.</span>
<a name="l00332"></a>00332 <span class="comment"></span>
<a name="l00333"></a>00333 <span class="comment">        */</span>
<a name="l00334"></a>00334 
<a name="l00335"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fb55a7dd55b07e2ae234072e88d0b607">00335</a>         eENABLE_GPU_DYNAMICS = (1 &lt;&lt; 19),
<a name="l00336"></a>00336 
<a name="l00359"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53fc106b84674b04718dd78ea4640daf86">00359</a>         eENABLE_ENHANCED_DETERMINISM = (1&lt;&lt;20),
<a name="l00360"></a>00360 
<a name="l00361"></a><a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c5344d457656c5ac42d8318bfa2df7aee82">00361</a>         eMUTABLE_FLAGS = eENABLE_ACTIVE_ACTORS|eENABLE_ACTIVETRANSFORMS|eEXCLUDE_KINEMATICS_FROM_ACTIVE_ACTORS
<a name="l00362"></a>00362     };
<a name="l00363"></a>00363 };
<a name="l00364"></a>00364 
<a name="l00365"></a>00365 
<a name="l00371"></a><a class="code" href="group__physics.html#g54a626a9a6d80543048bffc654814704">00371</a> <span class="keyword">typedef</span> <a class="code" href="classPxFlags.html">PxFlags&lt;PxSceneFlag::Enum,PxU32&gt;</a> <a class="code" href="classPxFlags.html">PxSceneFlags</a>;
<a name="l00372"></a>00372 <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="l00373"></a>00373 
<a name="l00374"></a>00374 
<a name="l00375"></a>00375 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="l00376"></a>00376 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="l00377"></a>00377 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="l00378"></a>00378 class <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>;
<a name="l00379"></a>00379 
<a name="l00388"></a><a class="code" href="classPxSceneLimits.html">00388</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="l00389"></a>00389 {
<a name="l00390"></a>00390 <span class="keyword">public</span>:
<a name="l00391"></a><a class="code" href="classPxSceneLimits.html#f0a6bbbff2a3c1ce5cf80d2ef3666cf5">00391</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbActors;                
<a name="l00392"></a><a class="code" href="classPxSceneLimits.html#d0eaee83c330232159c791093abc0f4c">00392</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbBodies;                
<a name="l00393"></a><a class="code" href="classPxSceneLimits.html#5269e317c229389fc49ed658d60f1a7e">00393</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbStaticShapes;          
<a name="l00394"></a><a class="code" href="classPxSceneLimits.html#2657acecc1cc484fc48a1263f4fc0427">00394</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbDynamicShapes;         
<a name="l00395"></a><a class="code" href="classPxSceneLimits.html#d44cb62b261514d8937077f75b40c5cc">00395</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbAggregates;            
<a name="l00396"></a><a class="code" href="classPxSceneLimits.html#4226fb580e6cf704af33208a931bfd0e">00396</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbConstraints;           
<a name="l00397"></a><a class="code" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af">00397</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbRegions;               
<a name="l00398"></a><a class="code" href="classPxSceneLimits.html#8f662dce363bf4b21782a0d33b309446">00398</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbBroadPhaseOverlaps;    
<a name="l00399"></a><a class="code" href="classPxSceneLimits.html#098be54fe1199d3a31c9cb91f2eec003">00399</a>     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a>   <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>       maxNbObjectsPerRegion;      
<a name="l00400"></a>00400 
<a name="l00404"></a>00404     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> PxSceneLimits();
<a name="l00405"></a>00405 
<a name="l00409"></a>00409     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault();
<a name="l00410"></a>00410 
<a name="l00415"></a>00415     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
<a name="l00416"></a>00416 };
<a name="l00417"></a>00417 
<a name="l00418"></a><a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7">00418</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="l00419"></a>00419     maxNbActors             (0),
<a name="l00420"></a>00420     maxNbBodies             (0),
<a name="l00421"></a>00421     maxNbStaticShapes       (0),
<a name="l00422"></a>00422     maxNbDynamicShapes      (0),
<a name="l00423"></a>00423     maxNbAggregates         (0),
<a name="l00424"></a>00424     maxNbConstraints        (0),
<a name="l00425"></a>00425     maxNbRegions            (0),
<a name="l00426"></a>00426     maxNbBroadPhaseOverlaps (0),
<a name="l00427"></a>00427     maxNbObjectsPerRegion   (0)
<a name="l00428"></a>00428 {
<a name="l00429"></a>00429 }
<a name="l00430"></a>00430 
<a name="l00431"></a><a class="code" href="group__physics.html#ge673c050f15b0fc912860adbb3394e34">00431</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="l00432"></a>00432 {
<a name="l00433"></a>00433     *<span class="keyword">this</span> = <a class="code" href="group__physics.html#gd36024f1760b55b0947dc0d91e080bd7" title="constructor sets to default">PxSceneLimits</a>();
<a name="l00434"></a>00434 }
<a name="l00435"></a>00435 
<a name="l00436"></a><a class="code" href="group__physics.html#g0fdb519fc67615aed0a8548b8f6fcab1">00436</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="l00437"></a>00437 <span class="keyword"></span>{
<a name="l00438"></a>00438     <span class="keywordflow">if</span>(<a class="code" href="classPxSceneLimits.html#c629764140a510c999a83e1b65e796af" title="Expected maximum number of broad-phase regions.">maxNbRegions</a>&gt;256)    <span class="comment">// max number of regions is currently limited</span>
<a name="l00439"></a>00439         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00440"></a>00440 
<a name="l00441"></a>00441     <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00442"></a>00442 }
<a name="l00443"></a>00443 
<a name="l00444"></a>00444 <span class="comment">//#if PX_SUPPORT_GPU_PHYSX</span>
<a name="l00449"></a><a class="code" href="structPxgDynamicsMemoryConfig.html">00449</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="l00450"></a>00450 {
<a name="l00451"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506">00451</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="l00452"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9">00452</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="l00453"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0">00453</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="l00454"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#7c3deac7934eb56245b47d0373495947">00454</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="l00455"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#c61756279f4ffcc17a6ae2f1712268f7">00455</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="l00456"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9">00456</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="l00457"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#548423b552a06d77a3c0066d768a4dd8">00457</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="l00458"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#d7a64d6c606823dcfee7bc8da1ecdaae">00458</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="l00459"></a>00459 
<a name="l00460"></a><a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">00460</a>     <a class="code" href="structPxgDynamicsMemoryConfig.html#23f805337d85ee65a944feb8458659cf">PxgDynamicsMemoryConfig</a>() :
<a name="l00461"></a>00461         <a class="code" href="structPxgDynamicsMemoryConfig.html#ae38a7ac296bd11b3a505c7884c76506" title="Capacity of constraint buffer allocated in GPU global memory.">constraintBufferCapacity</a>(32 * 1024 * 1024),
<a name="l00462"></a>00462         <a class="code" href="structPxgDynamicsMemoryConfig.html#0e8c1e5e0a636d146698ec1acd2070f9" title="Capacity of contact buffer allocated in GPU global memory.">contactBufferCapacity</a>(24 * 1024 * 1024),
<a name="l00463"></a>00463         <a class="code" href="structPxgDynamicsMemoryConfig.html#2d76891f7a9eb8f30f03430d9c80d7a0" title="Capacity of temp buffer allocated in pinned host memory.">tempBufferCapacity</a>(16 * 1024 * 1024),
<a name="l00464"></a>00464         <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="l00465"></a>00465         <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="l00466"></a>00466         <a class="code" href="structPxgDynamicsMemoryConfig.html#572bf93227593e5e9eecca69dc1ea8e9" title="Capacity of force buffer allocated in pinned host memory.">forceStreamCapacity</a>(1 * 1024 * 1024),
<a name="l00467"></a>00467         <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="l00468"></a>00468         <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="l00469"></a>00469     {
<a name="l00470"></a>00470     }
<a name="l00471"></a>00471 };
<a name="l00472"></a>00472 
<a name="l00473"></a>00473 <span class="comment">//#endif</span>
<a name="l00474"></a>00474 
<a name="l00482"></a><a class="code" href="classPxSceneDesc.html">00482</a> <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>
<a name="l00483"></a>00483 {
<a name="l00484"></a>00484 <span class="keyword">public</span>:
<a name="l00485"></a>00485 
<a name="l00496"></a><a class="code" href="classPxSceneDesc.html#9b0de35c38c43b8aeff6e6f29bf0db20">00496</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="l00497"></a>00497 
<a name="l00508"></a><a class="code" href="classPxSceneDesc.html#71a00536a56d40fe031de2ced1834941">00508</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="l00509"></a>00509 
<a name="l00517"></a><a class="code" href="classPxSceneDesc.html#2000ccfa6287d160b88967769de34b90">00517</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="l00518"></a>00518 
<a name="l00526"></a><a class="code" href="classPxSceneDesc.html#ae577616d3e898347924de90e16188bb">00526</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="l00527"></a>00527 
<a name="l00537"></a><a class="code" href="classPxSceneDesc.html#d9ceb142127cc259aa2f5d322a1494e2">00537</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="l00538"></a>00538 
<a name="l00546"></a><a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883">00546</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="l00547"></a>00547 
<a name="l00557"></a><a class="code" href="classPxSceneDesc.html#9410287c6ea926dad9e2b2374541ad38">00557</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="l00558"></a>00558 
<a name="l00567"></a><a class="code" href="classPxSceneDesc.html#f7b94475075eb9b43ca32650cd169cc1">00567</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="l00568"></a>00568 
<a name="l00576"></a><a class="code" href="classPxSceneDesc.html#3c27c85987bc2be98578f0130f455157">00576</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="l00577"></a>00577 
<a name="l00588"></a><a class="code" href="classPxSceneDesc.html#ee15ebe1d7155c19866972ecf5cbdd91">00588</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="l00589"></a>00589 
<a name="l00595"></a><a class="code" href="classPxSceneDesc.html#b996312333ef4fdf5f77fcc16b84923e">00595</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="l00596"></a>00596 
<a name="l00607"></a><a class="code" href="classPxSceneDesc.html#b1f18b0666adb645d92fc2f53373b1e9">00607</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="l00608"></a>00608 
<a name="l00618"></a><a class="code" href="classPxSceneDesc.html#bc7769532392c8e47ec4580677145e34">00618</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="l00619"></a>00619 
<a name="l00633"></a><a class="code" href="classPxSceneDesc.html#f707e0c97624aaf6fa9ab2e82aadbecf">00633</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="l00634"></a>00634 
<a name="l00644"></a><a class="code" href="classPxSceneDesc.html#74dc6e8ebde591ca823a3ea4807fca33">00644</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="l00645"></a>00645 
<a name="l00651"></a><a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38">00651</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="l00652"></a>00652 
<a name="l00658"></a><a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725">00658</a>     PxCpuDispatcher*        <a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>;
<a name="l00659"></a>00659 
<a name="l00667"></a><a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc">00667</a>     PxGpuDispatcher*        <a class="code" href="classPxSceneDesc.html#e3e78a948f61b9b2d3cd47c62205bccc" title="The GPU task dispatcher for the scene.">gpuDispatcher</a>;
<a name="l00668"></a>00668 
<a name="l00674"></a><a class="code" href="classPxSceneDesc.html#00495fa3240d1087d38cf33eebc313a7">00674</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="l00675"></a>00675 
<a name="l00679"></a><a class="code" href="classPxSceneDesc.html#038ba820b16315ea55c6e12a3cbe2b7f">00679</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="l00680"></a>00680 
<a name="l00698"></a><a class="code" href="classPxSceneDesc.html#c3270ea72968fc446cacb81a7ce683d3">00698</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="l00699"></a>00699 
<a name="l00705"></a><a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834">00705</a>     <span class="keywordtype">void</span>*                   <a class="code" href="classPxSceneDesc.html#63d40516cfbbe7d167d89e6fe55e3834" title="Will be copied to PxScene::userData.">userData</a>;
<a name="l00706"></a>00706 
<a name="l00720"></a><a class="code" href="classPxSceneDesc.html#26b321b928708c10a047b38ec9127797">00720</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="l00721"></a>00721 
<a name="l00735"></a><a class="code" href="classPxSceneDesc.html#625cdbae7d2149a9df472fb4f9c06f83">00735</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="l00736"></a>00736 
<a name="l00755"></a><a class="code" href="classPxSceneDesc.html#8791132cbe8cce32f051e5eaab774d35">00755</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="l00756"></a>00756 
<a name="l00770"></a><a class="code" href="classPxSceneDesc.html#02d696140e9828477c8aa493a048f48a">00770</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="l00771"></a>00771 
<a name="l00783"></a><a class="code" href="classPxSceneDesc.html#65aa4ceefbbd6aebd75ea879d7c385f9">00783</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="l00784"></a>00784 
<a name="l00795"></a><a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7">00795</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="l00796"></a>00796 
<a name="l00806"></a><a class="code" href="classPxSceneDesc.html#8d6ba51fe74a6c5ea4a46709abb89168">00806</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="l00807"></a>00807 
<a name="l00811"></a><a class="code" href="classPxSceneDesc.html#b90ebca71afa21639bd99693df30e197">00811</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="l00812"></a>00812 
<a name="l00817"></a><a class="code" href="classPxSceneDesc.html#3673610cdfbcb84103e2c3840754ecac">00817</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="l00818"></a>00818 
<a name="l00822"></a><a class="code" href="classPxSceneDesc.html#c02177181688e06f18f504e3ba6327a7">00822</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="l00823"></a>00823 
<a name="l00824"></a>00824 <span class="keyword">private</span>:
<a name="l00828"></a>00828     <span class="comment">// For internal use only</span>
<a name="l00829"></a>00829     <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="l00835"></a>00835 <span class="keyword">public</span>:
<a name="l00844"></a>00844     <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>&amp; scale);
<a name="l00845"></a>00845 
<a name="l00854"></a>00854     <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>&amp; scale);
<a name="l00855"></a>00855 
<a name="l00860"></a>00860     <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="l00861"></a>00861 
<a name="l00865"></a>00865     <span class="comment">// For internal use only</span>
<a name="l00866"></a>00866     <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>&amp; getTolerancesScale()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> tolerancesScale; }
<a name="l00870"></a>00870 };
<a name="l00871"></a>00871 
<a name="l00872"></a><a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b">00872</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>&amp; scale):
<a name="l00873"></a>00873     gravity                             (<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0.0f)),
<a name="l00874"></a>00874     simulationEventCallback             (NULL),
<a name="l00875"></a>00875     contactModifyCallback               (NULL),
<a name="l00876"></a>00876     ccdContactModifyCallback            (NULL),
<a name="l00877"></a>00877 
<a name="l00878"></a>00878     filterShaderData                    (NULL),
<a name="l00879"></a>00879     filterShaderDataSize                (0),
<a name="l00880"></a>00880     filterShader                        (NULL),
<a name="l00881"></a>00881     filterCallback                      (NULL),
<a name="l00882"></a>00882     broadPhaseType                      (<a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>::eSAP),
<a name="l00883"></a>00883     broadPhaseCallback                  (NULL),
<a name="l00884"></a>00884 
<a name="l00885"></a>00885     frictionType                        (<a class="code" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation.">PxFrictionType</a>::ePATCH),
<a name="l00886"></a>00886     bounceThresholdVelocity             (0.2f * scale.speed),
<a name="l00887"></a>00887     frictionOffsetThreshold             (0.04f * scale.length),
<a name="l00888"></a>00888     ccdMaxSeparation                    (0.04f * scale.length),
<a name="l00889"></a>00889 
<a name="l00890"></a>00890     flags                               (<a class="code" href="structPxSceneFlag.html" title="flags for configuring properties of the scene">PxSceneFlag</a>::eENABLE_PCM),
<a name="l00891"></a>00891 
<a name="l00892"></a>00892     cpuDispatcher                       (NULL),
<a name="l00893"></a>00893     gpuDispatcher                       (NULL),
<a name="l00894"></a>00894 
<a name="l00895"></a>00895     staticStructure                     (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
<a name="l00896"></a>00896     dynamicStructure                    (<a class="code" href="structPxPruningStructureType.html" title="Pruning structure used to accelerate scene queries.">PxPruningStructureType</a>::eDYNAMIC_AABB_TREE),
<a name="l00897"></a>00897     dynamicTreeRebuildRateHint          (100),
<a name="l00898"></a>00898 
<a name="l00899"></a>00899     userData                            (NULL),
<a name="l00900"></a>00900 
<a name="l00901"></a>00901     solverBatchSize                     (128),
<a name="l00902"></a>00902 
<a name="l00903"></a>00903     nbContactDataBlocks                 (0),
<a name="l00904"></a>00904     maxNbContactDataBlocks              (1&lt;&lt;16),
<a name="l00905"></a>00905     contactReportStreamBufferSize       (8192),
<a name="l00906"></a>00906     ccdMaxPasses                        (1),
<a name="l00907"></a>00907     wakeCounterResetValue               (20.0f*0.02f),
<a name="l00908"></a>00908     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="l00909"></a>00909 #if <a class="code" href="group__foundation.html#g0a511de410e7de7a8625fb572f88bd89">PX_SUPPORT_GPU_PHYSX</a>
<a name="l00910"></a>00910     gpuMaxNumPartitions                 (8),
<a name="l00911"></a>00911     gpuComputeVersion                   (0),
<a name="l00912"></a>00912 #endif
<a name="l00913"></a>00913     tolerancesScale                     (scale)
<a name="l00914"></a>00914 {
<a name="l00915"></a>00915 }
<a name="l00916"></a>00916 
<a name="l00917"></a><a class="code" href="group__physics.html#ga7375184ba494172fa7677dae44bd9a8">00917</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>&amp; scale)
<a name="l00918"></a>00918 {
<a name="l00919"></a>00919     *<span class="keyword">this</span> = <a class="code" href="group__physics.html#g8c083fd86a8c52ff269aa4dd3407127b" title="constructor sets to default.">PxSceneDesc</a>(scale);
<a name="l00920"></a>00920 }
<a name="l00921"></a>00921 
<a name="l00922"></a><a class="code" href="group__physics.html#g67b3ce67bea6cdb19619bed61f9e7641">00922</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="l00923"></a>00923 <span class="keyword"></span>{
<a name="l00924"></a>00924     <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="l00925"></a>00925         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00926"></a>00926 
<a name="l00927"></a>00927     <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) &amp;&amp; (<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="l00928"></a>00928         ((<a class="code" href="classPxSceneDesc.html#710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData.">filterShaderDataSize</a> &gt; 0) &amp;&amp; (<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="l00929"></a>00929         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00930"></a>00930 
<a name="l00931"></a>00931     <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="l00932"></a>00932         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00933"></a>00933 
<a name="l00934"></a>00934     <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> &amp;&amp; <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="l00935"></a>00935         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00936"></a>00936 
<a name="l00937"></a>00937     <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> &lt; 4)
<a name="l00938"></a>00938         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00939"></a>00939 
<a name="l00940"></a>00940     <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> &lt; 0.0f)
<a name="l00941"></a>00941         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00942"></a>00942     <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> &lt; 0.0f)
<a name="l00943"></a>00943         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00944"></a>00944     <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> &lt; 0.0f)
<a name="l00945"></a>00945         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00946"></a>00946 
<a name="l00947"></a>00947     <span class="keywordflow">if</span>(!<a class="code" href="classPxSceneDesc.html#c74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene.">cpuDispatcher</a>)
<a name="l00948"></a>00948         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00949"></a>00949 
<a name="l00950"></a>00950     <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="l00951"></a>00951         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00952"></a>00952 
<a name="l00953"></a>00953     <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> &lt; <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="l00954"></a>00954         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00955"></a>00955 
<a name="l00956"></a>00956     <span class="keywordflow">if</span>(<a class="code" href="classPxSceneDesc.html#79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value.">wakeCounterResetValue</a> &lt;= 0.0f)
<a name="l00957"></a>00957         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00958"></a>00958 
<a name="l00959"></a>00959     <span class="comment">//Adaptive force and stabilization are incompatible. You can only have one or the other</span>
<a name="l00960"></a>00960     <span class="keywordflow">if</span>((<a class="code" href="classPxSceneDesc.html#9510b1233fb0ab03e9c1d5be44ff5a38" title="Flags used to select scene options.">flags</a> &amp; (<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="l00961"></a>00961         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00962"></a>00962 
<a name="l00963"></a>00963     <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="l00964"></a>00964         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00965"></a>00965 
<a name="l00966"></a>00966 <span class="preprocessor">#if PX_SUPPORT_GPU_PHYSX</span>
<a name="l00967"></a>00967 <span class="preprocessor"></span>    <span class="comment">//gpuMaxNumPartitions must be power of 2</span>
<a name="l00968"></a>00968     <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>&amp;(<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="l00969"></a>00969         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00970"></a>00970 <span class="preprocessor">#endif</span>
<a name="l00971"></a>00971 <span class="preprocessor"></span>
<a name="l00972"></a>00972     <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00973"></a>00973 }
<a name="l00974"></a>00974 
<a name="l00975"></a>00975 
<a name="l00976"></a>00976 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00977"></a>00977 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00978"></a>00978 <span class="preprocessor">#endif</span>
<a name="l00979"></a>00979 <span class="preprocessor"></span>
<a name="l00981"></a>00981 <span class="preprocessor">#endif</span>
</pre></div></div>

<hr style="width: 100%; height: 2px;"><br>
Copyright &copy; 2008-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a>
</body>
</html>