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

NVIDIA PhysX SDK 3.4 API

PxFilterFlag Struct Reference
[Physics]

Collection of flags describing the filter actions to take for a collision pair. More...

#include <PxFiltering.h>

List of all members.


Public Types

enum  Enum {
  eKILL = (1<<0),
  eSUPPRESS = (1<<1),
  eCALLBACK = (1<<2),
  eNOTIFY = (1<<3) | eCALLBACK,
  eDEFAULT = 0
}

Detailed Description

Collection of flags describing the filter actions to take for a collision pair.

See also:
PxFilterFlags PxSimulationFilterShader PxSimulationFilterCallback

Member Enumeration Documentation

Enumerator:
eKILL  Ignore the collision pair as long as the bounding volumes of the pair objects overlap.

Killed pairs will be ignored by the simulation and won't run through the filter again until one of the following occurs:

  • The bounding volumes of the two objects overlap again (after being separated)
  • The user enforces a re-filtering (see PxScene::resetFiltering())
See also:
PxScene::resetFiltering()

eSUPPRESS  Ignore the collision pair as long as the bounding volumes of the pair objects overlap or until filtering relevant data changes for one of the collision objects.

Suppressed pairs will be ignored by the simulation and won't make another filter request until one of the following occurs:

  • Same conditions as for killed pairs (see eKILL)
  • The filter data or the filter object attributes change for one of the collision objects
Note:
For PxCloth objects, eSUPPRESS will be treated as eKILL.
See also:
PxFilterData PxFilterObjectAttributes

eCALLBACK  Invoke the filter callback (PxSimulationFilterCallback::pairFound()) for this collision pair.

See also:
PxSimulationFilterCallback

eNOTIFY  Track this collision pair with the filter callback mechanism.

When the bounding volumes of the collision pair lose contact, the filter callback PxSimulationFilterCallback::pairLost() will be invoked. Furthermore, the filter status of the collision pair can be adjusted through PxSimulationFilterCallback::statusChange() once per frame (until a pairLost() notification occurs).

See also:
PxSimulationFilterCallback

eDEFAULT  Provided default to get standard behavior:.

The application configure the pair's collision properties once when bounding volume overlap is found and doesn't get asked again about that pair until overlap status or filter properties changes, or re-filtering is requested.

No notification is provided when bounding volume overlap is lost

The pair will not be killed or suppressed, so collision detection will be processed


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



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