Package physx.common

Class PxTolerancesScale

java.lang.Object
physx.NativeObject
physx.common.PxTolerancesScale

public class PxTolerancesScale extends NativeObject
Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here.

Note: if you change the simulation scale, you will probably also wish to change the scene's default value of gravity, and stable simulation will probably require changes to the scene's bounceThreshold also.

  • Field Details

    • SIZEOF

      public static final int SIZEOF
    • ALIGNOF

      public static final int ALIGNOF
      See Also:
  • Constructor Details

    • PxTolerancesScale

      protected PxTolerancesScale(long address)
    • PxTolerancesScale

      public PxTolerancesScale()
      constructor sets to default
  • Method Details

    • wrapPointer

      public static PxTolerancesScale wrapPointer(long address)
    • arrayGet

      public static PxTolerancesScale arrayGet(long baseAddress, int index)
    • destroy

      public void destroy()
    • getLength

      public float getLength()
      The approximate size of objects in the simulation.

      For simulating roughly human-sized in metric units, 1 is a good choice. If simulation is done in centimetres, use 100 instead. This is used to estimate certain length-related tolerances.

    • setLength

      public void setLength(float value)
      The approximate size of objects in the simulation.

      For simulating roughly human-sized in metric units, 1 is a good choice. If simulation is done in centimetres, use 100 instead. This is used to estimate certain length-related tolerances.

    • getSpeed

      public float getSpeed()
      The typical magnitude of velocities of objects in simulation. This is used to estimate whether a contact should be treated as bouncing or resting based on its impact velocity, and a kinetic energy threshold below which the simulation may put objects to sleep.

      For normal physical environments, a good choice is the approximate speed of an object falling under gravity for one second.

    • setSpeed

      public void setSpeed(float value)
      The typical magnitude of velocities of objects in simulation. This is used to estimate whether a contact should be treated as bouncing or resting based on its impact velocity, and a kinetic energy threshold below which the simulation may put objects to sleep.

      For normal physical environments, a good choice is the approximate speed of an object falling under gravity for one second.

    • isValid

      public boolean isValid()
      Returns true if the descriptor is valid.
      Returns:
      true if the current settings are valid (returns always true).