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		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxParticleBaseFlag Struct Reference</title>
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<h1>PxParticleBaseFlag Struct Reference<br>
<small>
[<a class="el" href="group__particles.html">particles (deprecated)</a>]</small>
</h1><!-- doxytag: class="PxParticleBaseFlag" -->ParticleBase flags (deprecated).  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="PxParticleBaseFlag_8h-source.html">PxParticleBaseFlag.h</a>&gt;</code>
<p>

<p>
<a href="structPxParticleBaseFlag-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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc3">Enum</a> { <br>
&nbsp;&nbsp;<a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc30817e12f98484201a466eb51c6a97692">eCOLLISION_TWOWAY</a> =  (1&lt;&lt;0), 
<br>
&nbsp;&nbsp;<a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc37defeab986ae5c04a409f5730aab8739">eCOLLISION_WITH_DYNAMIC_ACTORS</a> =  (1&lt;&lt;1), 
<br>
&nbsp;&nbsp;<a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc3acef6e308686ab9409c0de51c73e50c7">eENABLED</a> =  (1&lt;&lt;2), 
<br>
&nbsp;&nbsp;<a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc3ed395c851b01b7908cf88b498edb24b3">ePROJECT_TO_PLANE</a> =  (1&lt;&lt;3), 
<br>
&nbsp;&nbsp;<a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc3f96ef7f12e864006b9fd91677a4da28a">ePER_PARTICLE_REST_OFFSET</a> =  (1&lt;&lt;4), 
<br>
&nbsp;&nbsp;<a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc39ac4b097f59536c3a72e7b7582621618">ePER_PARTICLE_COLLISION_CACHE_HINT</a> =  (1&lt;&lt;5), 
<br>
&nbsp;&nbsp;<a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc3d9f63d28dd586061fd0129edaa393357">eGPU</a> =  (1&lt;&lt;6)
<br>
 }</td></tr>

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<hr><a name="_details"></a><h2>Detailed Description</h2>
ParticleBase flags (deprecated). 
<p>
<dl compact><dt><b><a class="el" href="deprecated.html#_deprecated000087">Deprecated:</a></b></dt><dd>The PhysX particle feature has been deprecated in PhysX version 3.4 </dd></dl>
<hr><h2>Member Enumeration Documentation</h2>
<a class="anchor" name="133d603af58af35124b6bea1977b5bc3"></a><!-- doxytag: member="PxParticleBaseFlag::Enum" ref="133d603af58af35124b6bea1977b5bc3" args="" -->
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          <td class="memname">enum <a class="el" href="structPxParticleBaseFlag.html#133d603af58af35124b6bea1977b5bc3">PxParticleBaseFlag::Enum</a>          </td>
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<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="133d603af58af35124b6bea1977b5bc30817e12f98484201a466eb51c6a97692"></a><!-- doxytag: member="eCOLLISION_TWOWAY" ref="133d603af58af35124b6bea1977b5bc30817e12f98484201a466eb51c6a97692" args="" -->eCOLLISION_TWOWAY</em>&nbsp;</td><td>
Enable/disable two way collision of particles with the rigid body scene. In either case, particles are influenced by colliding rigid bodies. If eCOLLISION_TWOWAY is not set, rigid bodies are not influenced by colliding particles. Use particleMass to control the strength of the feedback force on rigid bodies. 
<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>Switching this flag while the particle system is part of a scene might have a negative impact on performance. </dd></dl>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="133d603af58af35124b6bea1977b5bc37defeab986ae5c04a409f5730aab8739"></a><!-- doxytag: member="eCOLLISION_WITH_DYNAMIC_ACTORS" ref="133d603af58af35124b6bea1977b5bc37defeab986ae5c04a409f5730aab8739" args="" -->eCOLLISION_WITH_DYNAMIC_ACTORS</em>&nbsp;</td><td>
Enable/disable collision of particles with dynamic actors. The flag can be turned off as a hint to the sdk to save memory space and execution time. In principle any collisions can be turned off using filters but without or reduced memory and performance benefits. 
<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>Switching this flag while the particle system is part of a scene might have a negative impact on performance. </dd></dl>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="133d603af58af35124b6bea1977b5bc3acef6e308686ab9409c0de51c73e50c7"></a><!-- doxytag: member="eENABLED" ref="133d603af58af35124b6bea1977b5bc3acef6e308686ab9409c0de51c73e50c7" args="" -->eENABLED</em>&nbsp;</td><td>
Enable/disable execution of particle simulation. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="133d603af58af35124b6bea1977b5bc3ed395c851b01b7908cf88b498edb24b3"></a><!-- doxytag: member="ePROJECT_TO_PLANE" ref="133d603af58af35124b6bea1977b5bc3ed395c851b01b7908cf88b498edb24b3" args="" -->ePROJECT_TO_PLANE</em>&nbsp;</td><td>
Defines whether the particles of this particle system should be projected to a plane. This can be used to build 2D applications, for instance. The projection plane is defined by the parameter projectionPlaneNormal and projectionPlaneDistance. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="133d603af58af35124b6bea1977b5bc3f96ef7f12e864006b9fd91677a4da28a"></a><!-- doxytag: member="ePER_PARTICLE_REST_OFFSET" ref="133d603af58af35124b6bea1977b5bc3f96ef7f12e864006b9fd91677a4da28a" args="" -->ePER_PARTICLE_REST_OFFSET</em>&nbsp;</td><td>
Enable/disable per particle rest offsets. Per particle rest offsets can be used to support particles having different sizes with respect to collision. 
<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>This configuration cannot be changed after the particle system was created. </dd></dl>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="133d603af58af35124b6bea1977b5bc39ac4b097f59536c3a72e7b7582621618"></a><!-- doxytag: member="ePER_PARTICLE_COLLISION_CACHE_HINT" ref="133d603af58af35124b6bea1977b5bc39ac4b097f59536c3a72e7b7582621618" args="" -->ePER_PARTICLE_COLLISION_CACHE_HINT</em>&nbsp;</td><td>
Ename/disable per particle collision caches. Per particle collision caches improve collision detection performance at the cost of increased memory usage. 
<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>Switching this flag while the particle system is part of a scene might have a negative impact on performance. </dd></dl>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="133d603af58af35124b6bea1977b5bc3d9f63d28dd586061fd0129edaa393357"></a><!-- doxytag: member="eGPU" ref="133d603af58af35124b6bea1977b5bc3d9f63d28dd586061fd0129edaa393357" args="" -->eGPU</em>&nbsp;</td><td>
Enable/disable GPU acceleration. Enabling GPU acceleration might fail. In this case the eGPU flag is switched off. 
<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>Switching this flag while the particle system is part of a scene might have a negative impact on performance.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxScene.html#6ba76326fc73e3c5b0361568caec9267" title="Removes an actor from this scene.">PxScene.removeActor()</a> <a class="el" href="classPxScene.html#dd384929e3a8a81881f7e616c7a0539b" title="Adds an actor to this scene.">PxScene.addActor()</a> PxParticleGpu </dd></dl>
</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="PxParticleBaseFlag_8h-source.html">PxParticleBaseFlag.h</a></ul>
</div>

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