PhysX SDK 3.2 API Reference: PxPairFlag Struct Reference

PhysX SDK 3.2 API

PxPairFlag Struct Reference
[Physics]

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

#include <PxFiltering.h>

List of all members.


Public Types

enum  Enum {
  eRESOLVE_CONTACTS = (1<<0),
  eMODIFY_CONTACTS = (1<<1),
  eNOTIFY_TOUCH_FOUND = (1<<2),
  eNOTIFY_TOUCH_PERSISTS = (1<<3),
  eNOTIFY_TOUCH_LOST = (1<<4),
  eNOTIFY_THRESHOLD_FORCE_FOUND = (1<<5),
  eNOTIFY_THRESHOLD_FORCE_PERSISTS = (1<<6),
  eNOTIFY_THRESHOLD_FORCE_LOST = (1<<7),
  eNOTIFY_CONTACT_POINTS = (1<<8),
  eSWEPT_INTEGRATION_LINEAR = (1<<9),
  eCONTACT_DEFAULT = eRESOLVE_CONTACTS,
  eTRIGGER_DEFAULT = eNOTIFY_TOUCH_FOUND | eNOTIFY_TOUCH_LOST
}

Detailed Description

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

See also:
PxPairFlags PxSimulationFilterShader.filter() PxSimulationFilterCallback

Member Enumeration Documentation

Enumerator:
eRESOLVE_CONTACTS  Process the contacts of this collision pair in the dynamics solver.

Note:
Only takes effect if the colliding actors are rigid bodies.

eMODIFY_CONTACTS  Call contact modification callback for this collision pair.

Note:
Only takes effect if the colliding actors are rigid bodies.
See also:
PxContactModifyCallback

eNOTIFY_TOUCH_FOUND  Call contact report callback or trigger callback when this collision pair starts to be in contact.

If one of the two collision objects is a trigger shape (see PxShapeFlag::eTRIGGER_SHAPE) then the trigger callback will get called as soon as the other object enters the trigger volume. If none of the two collision objects is a trigger shape then the contact report callback will get called when the actors of this collision pair start to be in contact.

Note:
Only takes effect if the colliding actors are rigid bodies.
See also:
PxSimulationEventCallback.onContact() PxSimulationEventCallback.onTrigger()

eNOTIFY_TOUCH_PERSISTS  Call contact report callback or trigger callback while this collision pair is in contact.

If one of the two collision objects is a trigger shape (see PxShapeFlag::eTRIGGER_SHAPE) then the trigger callback will get called as long as the other object stays within the trigger volume. If none of the two collision objects is a trigger shape then the contact report callback will get called while the actors of this collision pair are in contact.

Note:
For trigger reports, this functionality is deprecated and will be removed in the next release.

Only takes effect if the colliding actors are rigid bodies.

No report will get sent if the objects in contact are sleeping.

See also:
PxSimulationEventCallback.onContact() PxSimulationEventCallback.onTrigger()

eNOTIFY_TOUCH_LOST  Call contact report callback or trigger callback when this collision pair stops to be in contact.

If one of the two collision objects is a trigger shape (see PxShapeFlag::eTRIGGER_SHAPE) then the trigger callback will get called as soon as the other object leaves the trigger volume. If none of the two collision objects is a trigger shape then the contact report callback will get called when the actors of this collision pair stop to be in contact.

Note:
Only takes effect if the colliding actors are rigid bodies.

This event will also get triggered if one of the colliding objects gets deleted.

See also:
PxSimulationEventCallback.onContact() PxSimulationEventCallback.onTrigger()

eNOTIFY_THRESHOLD_FORCE_FOUND  Call contact report callback when the contact force between the actors of this collision pair exceeds one of the actor-defined force thresholds.

Note:
Only takes effect if the colliding actors are rigid bodies.
See also:
PxSimulationEventCallback.onContact()

eNOTIFY_THRESHOLD_FORCE_PERSISTS  Call contact report callback when the contact force between the actors of this collision pair continues to exceed one of the actor-defined force thresholds.

Note:
Only takes effect if the colliding actors are rigid bodies.

If a pair gets re-filtered and this flag has previously been disabled, then the report will not get fired in the same frame even if the force threshold has been reached in the previous one (unless eNOTIFY_THRESHOLD_FORCE_FOUND has been set in the previous frame).

See also:
PxSimulationEventCallback.onContact()

eNOTIFY_THRESHOLD_FORCE_LOST  Call contact report callback when the contact force between the actors of this collision pair falls below one of the actor-defined force thresholds (includes the case where this collision pair stops being in contact).

Note:
Only takes effect if the colliding actors are rigid bodies.

If a pair gets re-filtered and this flag has previously been disabled, then the report will not get fired in the same frame even if the force threshold has been reached in the previous one (unless eNOTIFY_THRESHOLD_FORCE_FOUND or eNOTIFY_THRESHOLD_FORCE_PERSISTS has been set in the previous frame).

See also:
PxSimulationEventCallback.onContact()

eNOTIFY_CONTACT_POINTS  Provide contact points in contact reports for this collision pair.

Note:
Only takes effect if the colliding actors are rigid bodies and if used in combination with the flags eNOTIFY_TOUCH_... or eNOTIFY_THRESHOLD_FORCE_...
See also:
PxSimulationEventCallback.onContact() PxConstContactStream PxContactStreamIterator PxContactStreamIterator.getPoint()

eSWEPT_INTEGRATION_LINEAR  This flag is used to indicate that per-pair CCD is enabled. Currently only linear sweep is supported.

Note:
The scene must have PxSceneFlag::eENABLE_SWEPT_INTEGRATION enabled to use this feature.

Non-static shapes of the pair should have PxShapeFlag::eUSE_SWEPT_BOUNDS specified for this feature to work correctly.

See also:
PxShapeFlag::eUSE_SWEPT_BOUNDS

PxSceneFlag::eENABLE_SWEPT_INTEGRATION

eCONTACT_DEFAULT  Provided default flag to do simple contact processing for this collision pair.
eTRIGGER_DEFAULT  Provided default flag to get commonly used trigger behavior for this collision pair.


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



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