- All Implemented Interfaces:
Serializable,Comparable<PxRigidBodyFlagEnum>,Constable
See also: PxRigidBody.setRigidBodyFlag(), PxRigidBody.getRigidBodyFlags()
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Nested Class Summary
Nested classes/interfaces inherited from class java.lang.Enum
Enum.EnumDesc<E extends Enum<E>> -
Enum Constant Summary
Enum ConstantsEnum ConstantDescriptionEnables swept integration for the actor.Enabled CCD in swept integration for the actor.Permit CCD to limit maxContactImpulse.Register a rigid body for reporting pose changes by the simulation at an early stage.Register a rigid body to dynamically adjust contact offset based on velocity.Enables kinematic mode for the actor.Carries over forces/torques between frames, rather than clearing themUse the kinematic target transform for scene queries. -
Field Summary
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Method Summary
Modifier and TypeMethodDescriptionstatic PxRigidBodyFlagEnumforValue(int value) static PxRigidBodyFlagEnumReturns the enum constant of this class with the specified name.static PxRigidBodyFlagEnum[]values()Returns an array containing the constants of this enum class, in the order they are declared.
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Enum Constant Details
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eKINEMATIC
Enables kinematic mode for the actor.Kinematic actors are special dynamic actors that are not influenced by forces (such as gravity), and have no momentum. They are considered to have infinite mass and can be moved around the world using the setKinematicTarget() method. They will push regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects.
Kinematic actors are great for moving platforms or characters, where direct motion control is desired.
You can not connect Reduced joints to kinematic actors. Lagrange joints work ok if the platform is moving with a relatively low, uniform velocity.
Sleeping: \li Setting this flag on a dynamic actor will put the actor to sleep and set the velocities to 0. \li If this flag gets cleared, the current sleep state of the actor will be kept.
Note: kinematic actors are incompatible with CCD so raising this flag will automatically clear eENABLE_CCD
See also: PxRigidDynamic.setKinematicTarget()
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eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES
Use the kinematic target transform for scene queries.If this flag is raised, then scene queries will treat the kinematic target transform as the current pose of the body (instead of using the actual pose). Without this flag, the kinematic target will only take effect with respect to scene queries after a simulation step.
See also: PxRigidDynamic.setKinematicTarget()
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eENABLE_CCD
Enables swept integration for the actor.If this flag is raised and CCD is enabled on the scene, then this body will be simulated by the CCD system to ensure that collisions are not missed due to high-speed motion. Note individual shape pairs still need to enable PxPairFlag::eDETECT_CCD_CONTACT in the collision filtering to enable the CCD to respond to individual interactions.
Note: kinematic actors are incompatible with CCD so this flag will be cleared automatically when raised on a kinematic actor Note: PxConvexCoreGeometry geometry type only supports eENABLE_SPECULATIVE_CCD at the moment. eENABLE_CCD will be ignored
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eENABLE_CCD_FRICTION
Enabled CCD in swept integration for the actor.If this flag is raised and CCD is enabled, CCD interactions will simulate friction. By default, friction is disabled in CCD interactions because CCD friction has been observed to introduce some simulation artifacts. CCD friction was enabled in previous versions of the SDK. Raising this flag will result in behavior that is a closer match for previous versions of the SDK.
Note: This flag requires PxRigidBodyFlag::eENABLE_CCD to be raised to have any effect.
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eENABLE_POSE_INTEGRATION_PREVIEW
Register a rigid body for reporting pose changes by the simulation at an early stage.Sometimes it might be advantageous to get access to the new pose of a rigid body as early as possible and not wait until the call to fetchResults() returns. Setting this flag will schedule the rigid body to get reported in #PxSimulationEventCallback::onAdvance(). Please refer to the documentation of that callback to understand the behavior and limitations of this functionality.
See also: PxSimulationEventCallback::onAdvance()
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eENABLE_SPECULATIVE_CCD
Register a rigid body to dynamically adjust contact offset based on velocity. This can be used to achieve a CCD effect.If both eENABLE_CCD and eENABLE_SPECULATIVE_CCD are set on the same body, then angular motions are handled by speculative contacts (eENABLE_SPECULATIVE_CCD) while linear motions are handled by sweeps (eENABLE_CCD).
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eENABLE_CCD_MAX_CONTACT_IMPULSE
Permit CCD to limit maxContactImpulse. This is useful for use-cases like a destruction system but can cause visual artefacts so is not enabled by default. -
eRETAIN_ACCELERATIONS
Carries over forces/torques between frames, rather than clearing themIf this flag is raised, forces and torques will carry over between frames. Impulses applied with PxForceMode::eIMPULSE will not be retained.
Note: Clearing this flag will retain the accelerations for an additional frame before clearing them. To reset the forces immediately for the next frame, a call to PxRigidBody::clearForce() / PxRigidBody::clearTorque() is needed.
See also: PxRigidBody::addForce(), PxRigidBody::AddTorque(), PxRigidBody::setForceAndTorque(), PxRigidBody::clearForce(), PxRigidBody::clearTorque()
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Field Details
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value
public final int value
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Method Details
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values
Returns an array containing the constants of this enum class, in the order they are declared.- Returns:
- an array containing the constants of this enum class, in the order they are declared
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valueOf
Returns the enum constant of this class with the specified name. The string must match exactly an identifier used to declare an enum constant in this class. (Extraneous whitespace characters are not permitted.)- Parameters:
name- the name of the enum constant to be returned.- Returns:
- the enum constant with the specified name
- Throws:
IllegalArgumentException- if this enum class has no constant with the specified nameNullPointerException- if the argument is null
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forValue
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