NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxParticleBaseFlag Struct Reference

NVIDIA PhysX API

PxParticleBaseFlag Struct Reference
[particles (deprecated)]

ParticleBase flags (deprecated). More...

#include <PxParticleBaseFlag.h>

List of all members.


Public Types

enum  Enum {
  eCOLLISION_TWOWAY = (1<<0),
  eCOLLISION_WITH_DYNAMIC_ACTORS = (1<<1),
  eENABLED = (1<<2),
  ePROJECT_TO_PLANE = (1<<3),
  ePER_PARTICLE_REST_OFFSET = (1<<4),
  ePER_PARTICLE_COLLISION_CACHE_HINT = (1<<5),
  eGPU = (1<<6)
}

Detailed Description

ParticleBase flags (deprecated).

Deprecated:
The PhysX particle feature has been deprecated in PhysX version 3.4

Member Enumeration Documentation

Enumerator:
eCOLLISION_TWOWAY  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.

Note:
Switching this flag while the particle system is part of a scene might have a negative impact on performance.

eCOLLISION_WITH_DYNAMIC_ACTORS  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.

Note:
Switching this flag while the particle system is part of a scene might have a negative impact on performance.

eENABLED  Enable/disable execution of particle simulation.
ePROJECT_TO_PLANE  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.
ePER_PARTICLE_REST_OFFSET  Enable/disable per particle rest offsets. Per particle rest offsets can be used to support particles having different sizes with respect to collision.

Note:
This configuration cannot be changed after the particle system was created.

ePER_PARTICLE_COLLISION_CACHE_HINT  Ename/disable per particle collision caches. Per particle collision caches improve collision detection performance at the cost of increased memory usage.

Note:
Switching this flag while the particle system is part of a scene might have a negative impact on performance.

eGPU  Enable/disable GPU acceleration. Enabling GPU acceleration might fail. In this case the eGPU flag is switched off.

Note:
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
See also:
PxScene.removeActor() PxScene.addActor() PxParticleGpu


The documentation for this struct was generated from the following file:



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