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
|
<html>
<head>
<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxClothFlag Struct Reference</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>
<a class="qindex" href="hierarchy.html">Class Hierarchy</a>
<a class="qindex" href="annotated.html">Compound List</a>
<a class="qindex" href="functions.html">Compound Members</a>
</center>
<hr class="second">
</div>
<!-- Generated by Doxygen 1.5.8 -->
<div class="contents">
<h1>PxClothFlag Struct Reference<br>
<small>
[<a class="el" href="group__cloth.html">cloth (deprecated)</a>]</small>
</h1><!-- doxytag: class="PxClothFlag" -->flag for behaviors of the cloth solver
<a href="#_details">More...</a>
<p>
<code>#include <<a class="el" href="PxClothTypes_8h-source.html">PxClothTypes.h</a>></code>
<p>
<p>
<a href="structPxClothFlag-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum </td><td class="memItemRight" valign="bottom"><a class="el" href="structPxClothFlag.html#e53797ea68710df0ee906aea21693fe2">Enum</a> { <br>
<a class="el" href="structPxClothFlag.html#e53797ea68710df0ee906aea21693fe2f9a72931c630e6b5c9c9fb3e0d27d294">eDEFAULT</a> = 0,
<br>
<a class="el" href="structPxClothFlag.html#e53797ea68710df0ee906aea21693fe28b54a7339f8bf3afe3552bbc2455ad9d">eCUDA</a> = (1<<0),
<br>
<a class="el" href="structPxClothFlag.html#e53797ea68710df0ee906aea21693fe2fb660bd2c54e242a887094ded0a17faf">PX_DEPRECATED</a> = eCUDA,
<br>
<a class="el" href="structPxClothFlag.html#e53797ea68710df0ee906aea21693fe2359d023e02d30616011e3f5a569b81e5">eSWEPT_CONTACT</a> = (1<<2),
<br>
<a class="el" href="structPxClothFlag.html#e53797ea68710df0ee906aea21693fe2446ef299929c4693fb60c5dc3f275952">eSCENE_COLLISION</a> = (1<<3),
<br>
<a class="el" href="structPxClothFlag.html#e53797ea68710df0ee906aea21693fe2618ea06012ef9e0257f1b34c21f0d5a1">eCOUNT</a> = 4
<br>
}</td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
flag for behaviors of the cloth solver
<p>
Defines flags to turn on/off features of the cloth solver. The flag can be set during the cloth object construction (<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxPhysics.html#1aa15d80d32aa15a3fdcd9c26fb3f3eb" title="Creates a cloth.">PxPhysics.createCloth()</a> ), or individually after the <a class="el" href="group__cloth.html">cloth (deprecated)</a> has been created (<p>
<a class="el" href="classPxCloth.html#3d3ee58e3b3960efb9d1e22422806c9d" title="Sets cloth flags (e.g. use GPU for simulation, enable CCD, collide against scene)...">PxCloth.setClothFlag()</a> ).</dd></dl>
<dl compact><dt><b><a class="el" href="deprecated.html#_deprecated000067">Deprecated:</a></b></dt><dd>The PhysX cloth feature has been deprecated in PhysX version 3.4.1 </dd></dl>
<hr><h2>Member Enumeration Documentation</h2>
<a class="anchor" name="e53797ea68710df0ee906aea21693fe2"></a><!-- doxytag: member="PxClothFlag::Enum" ref="e53797ea68710df0ee906aea21693fe2" args="" -->
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">enum <a class="el" href="structPxClothFlag.html#e53797ea68710df0ee906aea21693fe2">PxClothFlag::Enum</a> </td>
</tr>
</table>
</div>
<div class="memdoc">
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="e53797ea68710df0ee906aea21693fe2f9a72931c630e6b5c9c9fb3e0d27d294"></a><!-- doxytag: member="eDEFAULT" ref="e53797ea68710df0ee906aea21693fe2f9a72931c630e6b5c9c9fb3e0d27d294" args="" -->eDEFAULT</em> </td><td>
default value </td></tr>
<tr><td valign="top"><em><a class="anchor" name="e53797ea68710df0ee906aea21693fe28b54a7339f8bf3afe3552bbc2455ad9d"></a><!-- doxytag: member="eCUDA" ref="e53797ea68710df0ee906aea21693fe28b54a7339f8bf3afe3552bbc2455ad9d" args="" -->eCUDA</em> </td><td>
use CUDA to simulate cloth </td></tr>
<tr><td valign="top"><em><a class="anchor" name="e53797ea68710df0ee906aea21693fe2fb660bd2c54e242a887094ded0a17faf"></a><!-- doxytag: member="PX_DEPRECATED" ref="e53797ea68710df0ee906aea21693fe2fb660bd2c54e242a887094ded0a17faf" args="" -->PX_DEPRECATED</em> </td><td>
<dl compact><dt><b><a class="el" href="deprecated.html#_deprecated000071">Deprecated:</a></b></dt><dd>Deprecated, use eCUDA instead </dd></dl>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="e53797ea68710df0ee906aea21693fe2359d023e02d30616011e3f5a569b81e5"></a><!-- doxytag: member="eSWEPT_CONTACT" ref="e53797ea68710df0ee906aea21693fe2359d023e02d30616011e3f5a569b81e5" args="" -->eSWEPT_CONTACT</em> </td><td>
use swept contact (continuous collision) </td></tr>
<tr><td valign="top"><em><a class="anchor" name="e53797ea68710df0ee906aea21693fe2446ef299929c4693fb60c5dc3f275952"></a><!-- doxytag: member="eSCENE_COLLISION" ref="e53797ea68710df0ee906aea21693fe2446ef299929c4693fb60c5dc3f275952" args="" -->eSCENE_COLLISION</em> </td><td>
collide against rigid body shapes in scene </td></tr>
<tr><td valign="top"><em><a class="anchor" name="e53797ea68710df0ee906aea21693fe2618ea06012ef9e0257f1b34c21f0d5a1"></a><!-- doxytag: member="eCOUNT" ref="e53797ea68710df0ee906aea21693fe2618ea06012ef9e0257f1b34c21f0d5a1" args="" -->eCOUNT</em> </td><td>
</td></tr>
</table>
</dl>
</div>
</div><p>
<hr>The documentation for this struct was generated from the following file:<ul>
<li><a class="el" href="PxClothTypes_8h-source.html">PxClothTypes.h</a></ul>
</div>
<hr style="width: 100%; height: 2px;"><br>
Copyright © 2008-2018 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>
|