aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Documentation/PhysXAPI/files/structPxSceneQueryUpdateMode.html
blob: c2d268b52acc8a9d20bd01cd7bc0a8ec42b9c402 (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
<html>
	<head>
		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxSceneQueryUpdateMode 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> &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 -->
<div class="contents">
<h1>PxSceneQueryUpdateMode Struct Reference<br>
<small>
[<a class="el" href="group__physics.html">Physics</a>]</small>
</h1><!-- doxytag: class="PxSceneQueryUpdateMode" -->Scene query update mode.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="PxSceneDesc_8h-source.html">PxSceneDesc.h</a>&gt;</code>
<p>

<p>
<a href="structPxSceneQueryUpdateMode-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="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">Enum</a> { <br>
&nbsp;&nbsp;<a class="el" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4a9f1900ad863b24a136a6bf7061718e5">eBUILD_ENABLED_COMMIT_ENABLED</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4501079944c5156ae69a4b8e66727144c">eBUILD_ENABLED_COMMIT_DISABLED</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4793afa91b648fc6b1c92ff333490e7f2">eBUILD_DISABLED_COMMIT_DISABLED</a>
<br>
 }</td></tr>

</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Scene query update mode. 
<p>
When <a class="el" href="classPxScene.html#b34e054ccf428a1cdbd81bf1e2b87fae">PxScene::fetchResults</a> is called it does scene query related work, with this enum it is possible to set what work is done during the fetchResults.<p>
FetchResults will sync changed bounds during simulation and update the scene query bounds in pruners, this work is mandatory.<p>
eCOMMIT_ENABLED_BUILD_ENABLED does allow to execute the new AABB tree build step during fetchResults, additionally the pruner commit is called where any changes are applied. During commit PhysX refits the dynamic scene query tree and if a new tree was built and the build finished the tree is swapped with current AABB tree.<p>
eCOMMIT_DISABLED_BUILD_ENABLED does allow to execute the new AABB tree build step during fetchResults. Pruner commit is not called, this means that refit will then occur during the first scene query following fetchResults, or may be forced by the method PxScene::flushSceneQueryUpdates().<p>
eCOMMIT_DISABLED_BUILD_DISABLED no further scene query work is executed. The scene queries update needs to be called manually, see <a class="el" href="classPxScene.html#a2b103c61cc84c1df17b82266a17413f" title="Executes scene queries update tasks. This function will refit dirty shapes within...">PxScene::sceneQueriesUpdate</a>. It is recommended to call <a class="el" href="classPxScene.html#a2b103c61cc84c1df17b82266a17413f" title="Executes scene queries update tasks. This function will refit dirty shapes within...">PxScene::sceneQueriesUpdate</a> right after fetchResults as the pruning structures are not updated. <hr><h2>Member Enumeration Documentation</h2>
<a class="anchor" name="04e575a313bce592e2b404eedf89a9d4"></a><!-- doxytag: member="PxSceneQueryUpdateMode::Enum" ref="04e575a313bce592e2b404eedf89a9d4" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::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="04e575a313bce592e2b404eedf89a9d4a9f1900ad863b24a136a6bf7061718e5"></a><!-- doxytag: member="eBUILD_ENABLED_COMMIT_ENABLED" ref="04e575a313bce592e2b404eedf89a9d4a9f1900ad863b24a136a6bf7061718e5" args="" -->eBUILD_ENABLED_COMMIT_ENABLED</em>&nbsp;</td><td>
Both scene query build and commit are executed. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="04e575a313bce592e2b404eedf89a9d4501079944c5156ae69a4b8e66727144c"></a><!-- doxytag: member="eBUILD_ENABLED_COMMIT_DISABLED" ref="04e575a313bce592e2b404eedf89a9d4501079944c5156ae69a4b8e66727144c" args="" -->eBUILD_ENABLED_COMMIT_DISABLED</em>&nbsp;</td><td>
Scene query build only is executed. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="04e575a313bce592e2b404eedf89a9d4793afa91b648fc6b1c92ff333490e7f2"></a><!-- doxytag: member="eBUILD_DISABLED_COMMIT_DISABLED" ref="04e575a313bce592e2b404eedf89a9d4793afa91b648fc6b1c92ff333490e7f2" args="" -->eBUILD_DISABLED_COMMIT_DISABLED</em>&nbsp;</td><td>
No work is done, no update of scene queries. </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="PxSceneDesc_8h-source.html">PxSceneDesc.h</a></ul>
</div>

<hr style="width: 100%; height: 2px;"><br>
Copyright &copy; 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>