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

NVIDIA PhysX SDK 3.4 API

PxPruningStructureType Struct Reference
[Physics]

Pruning structure used to accelerate scene queries. More...

#include <PxSceneDesc.h>

List of all members.


Public Types

enum  Enum {
  eNONE,
  eDYNAMIC_AABB_TREE,
  eSTATIC_AABB_TREE,
  eLAST
}

Detailed Description

Pruning structure used to accelerate scene queries.

eNONE uses a simple data structure that consumes less memory than the alternatives, but generally has slower query performance.

eDYNAMIC_AABB_TREE usually provides the fastest queries. However there is a constant per-frame management cost associated with this structure. How much work should be done per frame can be tuned via the PxSceneDesc::dynamicTreeRebuildRateHint parameter.

eSTATIC_AABB_TREE is typically used for static objects. It is the same as the dynamic AABB tree, without the per-frame overhead. This can be a good choice for static objects, if no static objects are added, moved or removed after the scene has been created. If there is no such guarantee (e.g. when streaming parts of the world in and out), then the dynamic version is a better choice even for static objects.


Member Enumeration Documentation

Enumerator:
eNONE  Using a simple data structure.
eDYNAMIC_AABB_TREE  Using a dynamic AABB tree.
eSTATIC_AABB_TREE  Using a static AABB tree.
eLAST 


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



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