PxTolerancesScale Class Reference
[Common]
Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here.
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#include <PxTolerancesScale.h>
Public Member Functions | |
PX_INLINE | PxTolerancesScale () |
constructor sets to default | |
PX_INLINE bool | isValid () const |
Returns true if the descriptor is valid. | |
Public Attributes | |
PxReal | length |
PX_DEPRECATED PxReal | mass |
PxReal | speed |
Detailed Description
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 probablly also wish to change the scene's default value of gravity, and stable simulation will probably require changes to the scene's bounceThreshold also.
Member Data Documentation
PxReal PxTolerancesScale::length |
brief 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.
Referenced by isValid(), PxJointLinearLimit::PxJointLinearLimit(), and PxJointLinearLimitPair::PxJointLinearLimitPair().
PX_DEPRECATED PxReal PxTolerancesScale::mass |
brief The approximate mass of a length * length * length block. If using metric scale for character sized objects and measuring mass in kilogrammes, 1000 is a good choice.
- Note:
- This parameter is ignored by the PhysX SDK.
Referenced by isValid().
PxReal PxTolerancesScale::speed |
brief 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.
The documentation for this class was generated from the following file:
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