This struct must be initialized with the same PxTolerancesScale values used to initialize PxPhysics.
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Nested Class Summary
Nested classes/interfaces inherited from class physx.NativeObject
NativeObject.Allocator<T> -
Field Summary
FieldsFields inherited from class physx.NativeObject
address, isExternallyAllocated, SIZEOF_BYTE, SIZEOF_DOUBLE, SIZEOF_FLOAT, SIZEOF_INT, SIZEOF_LONG, SIZEOF_POINTER, SIZEOF_SHORT -
Constructor Summary
ConstructorsModifierConstructorDescriptionprotectedprotectedPxSceneDesc(long address) PxSceneDesc(PxTolerancesScale scale) constructor sets to default. -
Method Summary
Modifier and TypeMethodDescriptionstatic PxSceneDescarrayGet(long baseAddress, int index) static PxSceneDesccreateAt(long address, PxTolerancesScale scale) static <T> PxSceneDesccreateAt(T allocator, NativeObject.Allocator<T> allocate, PxTolerancesScale scale) voiddestroy()floatA contact with a relative velocity below this will not bounce.Selects the broad-phase algorithm to use.intMaximum number of CCD passesfloatA threshold for speculative CCD.floatCCD thresholdintDefines the size of a contact pool slab.intSize of the contact report stream (in bytes).The CPU task dispatcher for the scene.The CUDA context manager for the scene.intintThe custom filter shader to use for collision filtering.Shared global filter data which will get passed into the filter shader.intSize (in bytes) of the shared global filter data #filterShaderData.getFlags()Flags used to select scene options.floatFriction correlation distance used to decide whether contacts are close enough to be merged into a single friction anchor point or not.floatA threshold of contact separation distance used to decide if a contact point will experience friction forces.Selects the friction algorithm to use for simulation.intDefines which compute version the GPU dynamics should target.The pre-allocations performed in the GPU dynamics pipeline.intLimitation for the partitions in the GPU dynamics pipeline.intLimitation for the number of static rigid body partitions in the GPU dynamics pipeline.Gravity vector.Filtering mode for kinematic-kinematic pairs in the broadphase.Expected scene limits.floatThe maximum bias coefficient used in the constraint solverintSetting to define the maximum number of 16K blocks that can be allocated to store contact, friction, and contact cache data.intSetting to define the number of 16K blocks that will be initially reserved to store contact, friction, and contact cache data.The bounds used to sanity check user-set positions of actors and articulation linksPossible notification callback.intDefines the number of articulations required to spawn a separate rigid body solver island task chain.intDefines the number of actors required to spawn a separate rigid body solver island task chain.Selects the solver algorithm to use.Filtering mode for static-kinematic pairs in the broadphase.intWill be copied to PxScene::userData.floatThe wake counter reset valuebooleanisValid()Returns true if the descriptor is valid.voidsetBounceThresholdVelocity(float value) A contact with a relative velocity below this will not bounce.voidSelects the broad-phase algorithm to use.voidsetCcdMaxPasses(int value) Maximum number of CCD passesvoidsetCcdMaxSeparation(float value) A threshold for speculative CCD.voidsetCcdThreshold(float value) CCD thresholdvoidsetContactPairSlabSize(int value) Defines the size of a contact pool slab.voidsetContactReportStreamBufferSize(int value) Size of the contact report stream (in bytes).voidsetCpuDispatcher(PxCpuDispatcher value) The CPU task dispatcher for the scene.voidThe CUDA context manager for the scene.voidvoidsetDynamicNbObjectsPerNode(int value) voidvoidsetDynamicTreeRebuildRateHint(int value) voidvoidThe custom filter shader to use for collision filtering.voidsetFilterShaderData(NativeObject value) Shared global filter data which will get passed into the filter shader.voidsetFilterShaderDataSize(int value) Size (in bytes) of the shared global filter data #filterShaderData.voidsetFlags(PxSceneFlags value) Flags used to select scene options.voidsetFrictionCorrelationDistance(float value) Friction correlation distance used to decide whether contacts are close enough to be merged into a single friction anchor point or not.voidsetFrictionOffsetThreshold(float value) A threshold of contact separation distance used to decide if a contact point will experience friction forces.voidSelects the friction algorithm to use for simulation.voidsetGpuComputeVersion(int value) Defines which compute version the GPU dynamics should target.voidThe pre-allocations performed in the GPU dynamics pipeline.voidsetGpuMaxNumPartitions(int value) Limitation for the partitions in the GPU dynamics pipeline.voidsetGpuMaxNumStaticPartitions(int value) Limitation for the number of static rigid body partitions in the GPU dynamics pipeline.voidsetGravity(PxVec3 value) Gravity vector.voidFiltering mode for kinematic-kinematic pairs in the broadphase.voidsetLimits(PxSceneLimits value) Expected scene limits.voidsetMaxBiasCoefficient(float value) The maximum bias coefficient used in the constraint solvervoidsetMaxNbContactDataBlocks(int value) Setting to define the maximum number of 16K blocks that can be allocated to store contact, friction, and contact cache data.voidsetNbContactDataBlocks(int value) Setting to define the number of 16K blocks that will be initially reserved to store contact, friction, and contact cache data.voidsetSanityBounds(PxBounds3 value) The bounds used to sanity check user-set positions of actors and articulation linksvoidvoidPossible notification callback.voidsetSolverArticulationBatchSize(int value) Defines the number of articulations required to spawn a separate rigid body solver island task chain.voidsetSolverBatchSize(int value) Defines the number of actors required to spawn a separate rigid body solver island task chain.voidsetSolverType(PxSolverTypeEnum value) Selects the solver algorithm to use.voidvoidFiltering mode for static-kinematic pairs in the broadphase.voidsetStaticNbObjectsPerNode(int value) voidvoidsetToDefault(PxTolerancesScale scale) (re)sets the structure to the default.voidsetUserData(NativeObject value) Will be copied to PxScene::userData.voidsetWakeCounterResetValue(float value) The wake counter reset valuestatic PxSceneDescwrapPointer(long address) Methods inherited from class physx.NativeObject
checkNotNull, equals, getAddress, hashCode
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Field Details
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SIZEOF
public static final int SIZEOF -
ALIGNOF
public static final int ALIGNOF- See Also:
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Constructor Details
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PxSceneDesc
protected PxSceneDesc() -
PxSceneDesc
protected PxSceneDesc(long address) -
PxSceneDesc
constructor sets to default.- Parameters:
scale- scale values for the tolerances in the scene, these must be the same values passed into PxCreatePhysics(). The affected tolerances are bounceThresholdVelocity and frictionOffsetThreshold.- See Also:
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Method Details
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wrapPointer
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arrayGet
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createAt
- Parameters:
address- Pre-allocated memory, where the object is created.scale- WebIDL type:PxTolerancesScale[Const, Ref]- Returns:
- Stack allocated object of PxSceneDesc
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createAt
public static <T> PxSceneDesc createAt(T allocator, NativeObject.Allocator<T> allocate, PxTolerancesScale scale) - Type Parameters:
T- Allocator class, e.g. LWJGL's MemoryStack.- Parameters:
allocator- Object to use for allocation, e.g. an instance of LWJGL's MemoryStack.allocate- Method to call on allocator to obtain the target address, e.g. MemoryStack::nmalloc.scale- WebIDL type:PxTolerancesScale[Const, Ref]- Returns:
- Stack allocated object of PxSceneDesc
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destroy
public void destroy() -
getGravity
Gravity vector.Range: force vector
Default: Zero -
setGravity
Gravity vector.Range: force vector
Default: Zero -
getSimulationEventCallback
Possible notification callback.Default: NULL
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setSimulationEventCallback
Possible notification callback.Default: NULL
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getFilterShaderData
Shared global filter data which will get passed into the filter shader.Note: The provided data will get copied to internal buffers and this copy will be used for filtering calls.
Default: NULL
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setFilterShaderData
Shared global filter data which will get passed into the filter shader.Note: The provided data will get copied to internal buffers and this copy will be used for filtering calls.
Default: NULL
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getFilterShaderDataSize
public int getFilterShaderDataSize()Size (in bytes) of the shared global filter data #filterShaderData.Default: 0
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setFilterShaderDataSize
public void setFilterShaderDataSize(int value) Size (in bytes) of the shared global filter data #filterShaderData.Default: 0
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getFilterShader
The custom filter shader to use for collision filtering.Note: This parameter is compulsory. If you don't want to define your own filter shader you can use the default shader #PxDefaultSimulationFilterShader which can be found in the PhysX extensions library.
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setFilterShader
The custom filter shader to use for collision filtering.Note: This parameter is compulsory. If you don't want to define your own filter shader you can use the default shader #PxDefaultSimulationFilterShader which can be found in the PhysX extensions library.
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getKineKineFilteringMode
Filtering mode for kinematic-kinematic pairs in the broadphase.Default: PxPairFilteringMode::eDEFAULT
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setKineKineFilteringMode
Filtering mode for kinematic-kinematic pairs in the broadphase.Default: PxPairFilteringMode::eDEFAULT
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getStaticKineFilteringMode
Filtering mode for static-kinematic pairs in the broadphase.Default: PxPairFilteringMode::eDEFAULT
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setStaticKineFilteringMode
Filtering mode for static-kinematic pairs in the broadphase.Default: PxPairFilteringMode::eDEFAULT
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getBroadPhaseType
Selects the broad-phase algorithm to use.Default: PxBroadPhaseType::ePABP
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setBroadPhaseType
Selects the broad-phase algorithm to use.Default: PxBroadPhaseType::ePABP
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getLimits
Expected scene limits.- See Also:
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setLimits
Expected scene limits.- See Also:
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getFrictionType
Selects the friction algorithm to use for simulation.Note: frictionType cannot be modified after the first call to any of PxScene::simulate, PxScene::solve and PxScene::collide
Default: PxFrictionType::ePATCH
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setFrictionType
Selects the friction algorithm to use for simulation.Note: frictionType cannot be modified after the first call to any of PxScene::simulate, PxScene::solve and PxScene::collide
Default: PxFrictionType::ePATCH
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getSolverType
Selects the solver algorithm to use.Default: PxSolverType::ePGS
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setSolverType
Selects the solver algorithm to use.Default: PxSolverType::ePGS
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getBounceThresholdVelocity
public float getBounceThresholdVelocity()A contact with a relative velocity below this will not bounce. A typical value for simulation. stability is about 0.2 * gravity.Range: (0, PX_MAX_F32)
Default: 0.2 * PxTolerancesScale::speed -
setBounceThresholdVelocity
public void setBounceThresholdVelocity(float value) A contact with a relative velocity below this will not bounce. A typical value for simulation. stability is about 0.2 * gravity.Range: (0, PX_MAX_F32)
Default: 0.2 * PxTolerancesScale::speed -
getFrictionOffsetThreshold
public float getFrictionOffsetThreshold()A threshold of contact separation distance used to decide if a contact point will experience friction forces.Note: If the separation distance of a contact point is greater than the threshold then the contact point will not experience friction forces.
Note: If the aggregated contact offset of a pair of shapes is large it might be desirable to neglect friction for contact points whose separation distance is sufficiently large that the shape surfaces are clearly separated.
Note: This parameter can be used to tune the separation distance of contact points at which friction starts to have an effect.
Range: [0, PX_MAX_F32)
Default: 0.04 * PxTolerancesScale::length -
setFrictionOffsetThreshold
public void setFrictionOffsetThreshold(float value) A threshold of contact separation distance used to decide if a contact point will experience friction forces.Note: If the separation distance of a contact point is greater than the threshold then the contact point will not experience friction forces.
Note: If the aggregated contact offset of a pair of shapes is large it might be desirable to neglect friction for contact points whose separation distance is sufficiently large that the shape surfaces are clearly separated.
Note: This parameter can be used to tune the separation distance of contact points at which friction starts to have an effect.
Range: [0, PX_MAX_F32)
Default: 0.04 * PxTolerancesScale::length -
getFrictionCorrelationDistance
public float getFrictionCorrelationDistance()Friction correlation distance used to decide whether contacts are close enough to be merged into a single friction anchor point or not.Note: If the correlation distance is larger than the distance between contact points generated between a pair of shapes, some of the contacts may not experience frictional forces.
Note: This parameter can be used to tune the correlation distance used in the solver. Contact points can be merged into a single friction anchor if the distance between the contacts is smaller than correlation distance.
Range: [0, PX_MAX_F32)
Default: 0.025f * PxTolerancesScale::length -
setFrictionCorrelationDistance
public void setFrictionCorrelationDistance(float value) Friction correlation distance used to decide whether contacts are close enough to be merged into a single friction anchor point or not.Note: If the correlation distance is larger than the distance between contact points generated between a pair of shapes, some of the contacts may not experience frictional forces.
Note: This parameter can be used to tune the correlation distance used in the solver. Contact points can be merged into a single friction anchor if the distance between the contacts is smaller than correlation distance.
Range: [0, PX_MAX_F32)
Default: 0.025f * PxTolerancesScale::length -
getFlags
Flags used to select scene options.Default: PxSceneFlag::eENABLE_PCM
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setFlags
Flags used to select scene options.Default: PxSceneFlag::eENABLE_PCM
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getCpuDispatcher
The CPU task dispatcher for the scene. -
setCpuDispatcher
The CPU task dispatcher for the scene. -
getCudaContextManager
The CUDA context manager for the scene.Platform specific: Applies to PC GPU only.
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setCudaContextManager
The CUDA context manager for the scene.Platform specific: Applies to PC GPU only.
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getUserData
Will be copied to PxScene::userData.Default: NULL
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setUserData
Will be copied to PxScene::userData.Default: NULL
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getSolverBatchSize
public int getSolverBatchSize()Defines the number of actors required to spawn a separate rigid body solver island task chain.This parameter defines the minimum number of actors required to spawn a separate rigid body solver task chain. Setting a low value will potentially cause more task chains to be generated. This may result in the overhead of spawning tasks can become a limiting performance factor. Setting a high value will potentially cause fewer islands to be generated. This may reduce thread scaling (fewer task chains spawned) and may detrimentally affect performance if some bodies in the scene have large solver iteration counts because all constraints in a given island are solved by the maximum number of solver iterations requested by any body in the island.
Note that a rigid body solver task chain is spawned as soon as either a sufficient number of rigid bodies or articulations are batched together.
Default: 128
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setSolverBatchSize
public void setSolverBatchSize(int value) Defines the number of actors required to spawn a separate rigid body solver island task chain.This parameter defines the minimum number of actors required to spawn a separate rigid body solver task chain. Setting a low value will potentially cause more task chains to be generated. This may result in the overhead of spawning tasks can become a limiting performance factor. Setting a high value will potentially cause fewer islands to be generated. This may reduce thread scaling (fewer task chains spawned) and may detrimentally affect performance if some bodies in the scene have large solver iteration counts because all constraints in a given island are solved by the maximum number of solver iterations requested by any body in the island.
Note that a rigid body solver task chain is spawned as soon as either a sufficient number of rigid bodies or articulations are batched together.
Default: 128
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getSolverArticulationBatchSize
public int getSolverArticulationBatchSize()Defines the number of articulations required to spawn a separate rigid body solver island task chain.This parameter defines the minimum number of articulations required to spawn a separate rigid body solver task chain. Setting a low value will potentially cause more task chains to be generated. This may result in the overhead of spawning tasks can become a limiting performance factor. Setting a high value will potentially cause fewer islands to be generated. This may reduce thread scaling (fewer task chains spawned) and may detrimentally affect performance if some bodies in the scene have large solver iteration counts because all constraints in a given island are solved by the maximum number of solver iterations requested by any body in the island.
Note that a rigid body solver task chain is spawned as soon as either a sufficient number of rigid bodies or articulations are batched together.
Default: 16
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setSolverArticulationBatchSize
public void setSolverArticulationBatchSize(int value) Defines the number of articulations required to spawn a separate rigid body solver island task chain.This parameter defines the minimum number of articulations required to spawn a separate rigid body solver task chain. Setting a low value will potentially cause more task chains to be generated. This may result in the overhead of spawning tasks can become a limiting performance factor. Setting a high value will potentially cause fewer islands to be generated. This may reduce thread scaling (fewer task chains spawned) and may detrimentally affect performance if some bodies in the scene have large solver iteration counts because all constraints in a given island are solved by the maximum number of solver iterations requested by any body in the island.
Note that a rigid body solver task chain is spawned as soon as either a sufficient number of rigid bodies or articulations are batched together.
Default: 16
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getNbContactDataBlocks
public int getNbContactDataBlocks()Setting to define the number of 16K blocks that will be initially reserved to store contact, friction, and contact cache data. This is the number of 16K memory blocks that will be automatically allocated from the user allocator when the scene is instantiated. Further 16k memory blocks may be allocated during the simulation up to maxNbContactDataBlocks.Note: This value cannot be larger than maxNbContactDataBlocks because that defines the maximum number of 16k blocks that can be allocated by the SDK.
Default: 0
Range: [0, PX_MAX_U32]
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setNbContactDataBlocks
public void setNbContactDataBlocks(int value) Setting to define the number of 16K blocks that will be initially reserved to store contact, friction, and contact cache data. This is the number of 16K memory blocks that will be automatically allocated from the user allocator when the scene is instantiated. Further 16k memory blocks may be allocated during the simulation up to maxNbContactDataBlocks.Note: This value cannot be larger than maxNbContactDataBlocks because that defines the maximum number of 16k blocks that can be allocated by the SDK.
Default: 0
Range: [0, PX_MAX_U32]
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getMaxNbContactDataBlocks
public int getMaxNbContactDataBlocks()Setting to define the maximum number of 16K blocks that can be allocated to store contact, friction, and contact cache data. As the complexity of a scene increases, the SDK may require to allocate new 16k blocks in addition to the blocks it has already allocated. This variable controls the maximum number of blocks that the SDK can allocate.In the case that the scene is sufficiently complex that all the permitted 16K blocks are used, contacts will be dropped and a warning passed to the error stream.
If a warning is reported to the error stream to indicate the number of 16K blocks is insufficient for the scene complexity then the choices are either (i) re-tune the number of 16K data blocks until a number is found that is sufficient for the scene complexity, (ii) to simplify the scene or (iii) to opt to not increase the memory requirements of physx and accept some dropped contacts.
Default: 65536
Range: [0, PX_MAX_U32]
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setMaxNbContactDataBlocks
public void setMaxNbContactDataBlocks(int value) Setting to define the maximum number of 16K blocks that can be allocated to store contact, friction, and contact cache data. As the complexity of a scene increases, the SDK may require to allocate new 16k blocks in addition to the blocks it has already allocated. This variable controls the maximum number of blocks that the SDK can allocate.In the case that the scene is sufficiently complex that all the permitted 16K blocks are used, contacts will be dropped and a warning passed to the error stream.
If a warning is reported to the error stream to indicate the number of 16K blocks is insufficient for the scene complexity then the choices are either (i) re-tune the number of 16K data blocks until a number is found that is sufficient for the scene complexity, (ii) to simplify the scene or (iii) to opt to not increase the memory requirements of physx and accept some dropped contacts.
Default: 65536
Range: [0, PX_MAX_U32]
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getMaxBiasCoefficient
public float getMaxBiasCoefficient()The maximum bias coefficient used in the constraint solverWhen geometric errors are found in the constraint solver, either as a result of shapes penetrating or joints becoming separated or violating limits, a bias is introduced in the solver position iterations to correct these errors. This bias is proportional to 1/dt, meaning that the bias becomes increasingly strong as the time-step passed to PxScene::simulate(...) becomes smaller. This coefficient allows the application to restrict how large the bias coefficient is, to reduce how violent error corrections are. This can improve simulation quality in cases where either variable time-steps or extremely small time-steps are used.
Default: PX_MAX_F32
Range [0, PX_MAX_F32]
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setMaxBiasCoefficient
public void setMaxBiasCoefficient(float value) The maximum bias coefficient used in the constraint solverWhen geometric errors are found in the constraint solver, either as a result of shapes penetrating or joints becoming separated or violating limits, a bias is introduced in the solver position iterations to correct these errors. This bias is proportional to 1/dt, meaning that the bias becomes increasingly strong as the time-step passed to PxScene::simulate(...) becomes smaller. This coefficient allows the application to restrict how large the bias coefficient is, to reduce how violent error corrections are. This can improve simulation quality in cases where either variable time-steps or extremely small time-steps are used.
Default: PX_MAX_F32
Range [0, PX_MAX_F32]
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getContactReportStreamBufferSize
public int getContactReportStreamBufferSize()Size of the contact report stream (in bytes).The contact report stream buffer is used during the simulation to store all the contact reports. If the size is not sufficient, the buffer will grow by a factor of two. It is possible to disable the buffer growth by setting the flag PxSceneFlag::eDISABLE_CONTACT_REPORT_BUFFER_RESIZE. In that case the buffer will not grow but contact reports not stored in the buffer will not get sent in the contact report callbacks.
Default: 8192
Range: (0, PX_MAX_U32]
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setContactReportStreamBufferSize
public void setContactReportStreamBufferSize(int value) Size of the contact report stream (in bytes).The contact report stream buffer is used during the simulation to store all the contact reports. If the size is not sufficient, the buffer will grow by a factor of two. It is possible to disable the buffer growth by setting the flag PxSceneFlag::eDISABLE_CONTACT_REPORT_BUFFER_RESIZE. In that case the buffer will not grow but contact reports not stored in the buffer will not get sent in the contact report callbacks.
Default: 8192
Range: (0, PX_MAX_U32]
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getCcdMaxPasses
public int getCcdMaxPasses()Maximum number of CCD passesThe CCD performs multiple passes, where each pass every object advances to its time of first impact. This value defines how many passes the CCD system should perform.
Note: The CCD system is a multi-pass best-effort conservative advancement approach. After the defined number of passes has been completed, any remaining time is dropped. Note: This defines the maximum number of passes the CCD can perform. It may perform fewer if additional passes are not necessary.
Default: 1 Range: [1, PX_MAX_U32]
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setCcdMaxPasses
public void setCcdMaxPasses(int value) Maximum number of CCD passesThe CCD performs multiple passes, where each pass every object advances to its time of first impact. This value defines how many passes the CCD system should perform.
Note: The CCD system is a multi-pass best-effort conservative advancement approach. After the defined number of passes has been completed, any remaining time is dropped. Note: This defines the maximum number of passes the CCD can perform. It may perform fewer if additional passes are not necessary.
Default: 1 Range: [1, PX_MAX_U32]
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getCcdThreshold
public float getCcdThreshold()CCD thresholdCCD performs sweeps against shapes if and only if the relative motion of the shapes is fast-enough that a collision would be missed by the discrete contact generation. However, in some circumstances, e.g. when the environment is constructed from large convex shapes, this approach may produce undesired simulation artefacts. This parameter defines the minimum relative motion that would be required to force CCD between shapes. The smaller of this value and the sum of the thresholds calculated for the shapes involved will be used.
Note: It is not advisable to set this to a very small value as this may lead to CCD "jamming" and detrimentally effect performance. This value should be at least larger than the translation caused by a single frame's gravitational effect
Default: PX_MAX_F32 Range: [Eps, PX_MAX_F32]
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setCcdThreshold
public void setCcdThreshold(float value) CCD thresholdCCD performs sweeps against shapes if and only if the relative motion of the shapes is fast-enough that a collision would be missed by the discrete contact generation. However, in some circumstances, e.g. when the environment is constructed from large convex shapes, this approach may produce undesired simulation artefacts. This parameter defines the minimum relative motion that would be required to force CCD between shapes. The smaller of this value and the sum of the thresholds calculated for the shapes involved will be used.
Note: It is not advisable to set this to a very small value as this may lead to CCD "jamming" and detrimentally effect performance. This value should be at least larger than the translation caused by a single frame's gravitational effect
Default: PX_MAX_F32 Range: [Eps, PX_MAX_F32]
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getCcdMaxSeparation
public float getCcdMaxSeparation()A threshold for speculative CCD. Used to control whether bias, restitution or a combination of the two are used to resolve the contacts.Note: This only has any effect on contacting pairs where one of the bodies has PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD raised.
Range: [0, PX_MAX_F32)
Default: 0.04 * PxTolerancesScale::length -
setCcdMaxSeparation
public void setCcdMaxSeparation(float value) A threshold for speculative CCD. Used to control whether bias, restitution or a combination of the two are used to resolve the contacts.Note: This only has any effect on contacting pairs where one of the bodies has PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD raised.
Range: [0, PX_MAX_F32)
Default: 0.04 * PxTolerancesScale::length -
getWakeCounterResetValue
public float getWakeCounterResetValue()The wake counter reset valueCalling wakeUp() on objects which support sleeping will set their wake counter value to the specified reset value.
Range: (0, PX_MAX_F32)
Default: 0.4 (which corresponds to 20 frames for a time step of 0.02)- See Also:
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setWakeCounterResetValue
public void setWakeCounterResetValue(float value) The wake counter reset valueCalling wakeUp() on objects which support sleeping will set their wake counter value to the specified reset value.
Range: (0, PX_MAX_F32)
Default: 0.4 (which corresponds to 20 frames for a time step of 0.02)- See Also:
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getSanityBounds
The bounds used to sanity check user-set positions of actors and articulation linksThese bounds are used to check the position values of rigid actors inserted into the scene, and positions set for rigid actors already within the scene.
Range: any valid PxBounds3
Default: (-PX_MAX_BOUNDS_EXTENTS, PX_MAX_BOUNDS_EXTENTS) on each axis -
setSanityBounds
The bounds used to sanity check user-set positions of actors and articulation linksThese bounds are used to check the position values of rigid actors inserted into the scene, and positions set for rigid actors already within the scene.
Range: any valid PxBounds3
Default: (-PX_MAX_BOUNDS_EXTENTS, PX_MAX_BOUNDS_EXTENTS) on each axis -
getGpuDynamicsConfig
The pre-allocations performed in the GPU dynamics pipeline. -
setGpuDynamicsConfig
The pre-allocations performed in the GPU dynamics pipeline. -
getGpuMaxNumPartitions
public int getGpuMaxNumPartitions()Limitation for the partitions in the GPU dynamics pipeline. This variable must be power of 2. A value greater than 32 is currently not supported. Range: (1, 32) -
setGpuMaxNumPartitions
public void setGpuMaxNumPartitions(int value) Limitation for the partitions in the GPU dynamics pipeline. This variable must be power of 2. A value greater than 32 is currently not supported. Range: (1, 32) -
getGpuMaxNumStaticPartitions
public int getGpuMaxNumStaticPartitions()Limitation for the number of static rigid body partitions in the GPU dynamics pipeline. Range: (1, 255)
Default: 16 -
setGpuMaxNumStaticPartitions
public void setGpuMaxNumStaticPartitions(int value) Limitation for the number of static rigid body partitions in the GPU dynamics pipeline. Range: (1, 255)
Default: 16 -
getGpuComputeVersion
public int getGpuComputeVersion()Defines which compute version the GPU dynamics should target. DO NOT MODIFY -
setGpuComputeVersion
public void setGpuComputeVersion(int value) Defines which compute version the GPU dynamics should target. DO NOT MODIFY -
getContactPairSlabSize
public int getContactPairSlabSize()Defines the size of a contact pool slab. Contact pairs and associated data are allocated using a pool allocator. Increasing the slab size can trade off some performance spikes when a large number of new contacts are found for an increase in overall memory usage.Range:(1, PX_MAX_U32)
Default: 256 -
setContactPairSlabSize
public void setContactPairSlabSize(int value) Defines the size of a contact pool slab. Contact pairs and associated data are allocated using a pool allocator. Increasing the slab size can trade off some performance spikes when a large number of new contacts are found for an increase in overall memory usage.Range:(1, PX_MAX_U32)
Default: 256 -
getStaticStructure
- Returns:
- WebIDL type:
PxPruningStructureTypeEnum[enum]
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setStaticStructure
- Parameters:
value- WebIDL type:PxPruningStructureTypeEnum[enum]
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getDynamicStructure
- Returns:
- WebIDL type:
PxPruningStructureTypeEnum[enum]
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setDynamicStructure
- Parameters:
value- WebIDL type:PxPruningStructureTypeEnum[enum]
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getDynamicTreeRebuildRateHint
public int getDynamicTreeRebuildRateHint()- Returns:
- WebIDL type: unsigned long
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setDynamicTreeRebuildRateHint
public void setDynamicTreeRebuildRateHint(int value) - Parameters:
value- WebIDL type: unsigned long
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getDynamicTreeSecondaryPruner
- Returns:
- WebIDL type:
PxDynamicTreeSecondaryPrunerEnum[enum]
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setDynamicTreeSecondaryPruner
- Parameters:
value- WebIDL type:PxDynamicTreeSecondaryPrunerEnum[enum]
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getStaticBVHBuildStrategy
- Returns:
- WebIDL type:
PxBVHBuildStrategyEnum[enum]
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setStaticBVHBuildStrategy
- Parameters:
value- WebIDL type:PxBVHBuildStrategyEnum[enum]
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getDynamicBVHBuildStrategy
- Returns:
- WebIDL type:
PxBVHBuildStrategyEnum[enum]
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setDynamicBVHBuildStrategy
- Parameters:
value- WebIDL type:PxBVHBuildStrategyEnum[enum]
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getStaticNbObjectsPerNode
public int getStaticNbObjectsPerNode()- Returns:
- WebIDL type: unsigned long
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setStaticNbObjectsPerNode
public void setStaticNbObjectsPerNode(int value) - Parameters:
value- WebIDL type: unsigned long
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getDynamicNbObjectsPerNode
public int getDynamicNbObjectsPerNode()- Returns:
- WebIDL type: unsigned long
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setDynamicNbObjectsPerNode
public void setDynamicNbObjectsPerNode(int value) - Parameters:
value- WebIDL type: unsigned long
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getSceneQueryUpdateMode
- Returns:
- WebIDL type:
PxSceneQueryUpdateModeEnum[enum]
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setSceneQueryUpdateMode
- Parameters:
value- WebIDL type:PxSceneQueryUpdateModeEnum[enum]
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setToDefault
(re)sets the structure to the default.- Parameters:
scale- scale values for the tolerances in the scene, these must be the same values passed into PxCreatePhysics(). The affected tolerances are bounceThresholdVelocity and frictionOffsetThreshold.- See Also:
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isValid
public boolean isValid()Returns true if the descriptor is valid.- Returns:
- true if the current settings are valid.
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