Enum physx::rigid_body::RigidBodyFlag
source · pub enum RigidBodyFlag {
Kinematic,
UseKinematicTargetForSceneQueries,
EnableCcd,
EnableCcdFriction,
EnableSpeculativeCcd,
EnablePoseIntegrationPreview,
EnableCcdMaxContactImpulse,
RetainAccelerations,
ForceKineKineNotifications,
ForceStaticKineNotifications,
EnableGyroscopicForces,
}
Expand description
Collection of flags describing the behavior of a rigid body.
Variants§
Kinematic
Enable kinematic mode for the body.
UseKinematicTargetForSceneQueries
Use the kinematic target transform for scene queries.
If this flag is raised, then scene queries will treat the kinematic target transform as the current pose of the body (instead of using the actual pose). Without this flag, the kinematic target will only take effect with respect to scene queries after a simulation step.
EnableCcd
Enable CCD for the body.
EnableCcdFriction
Enabled CCD in swept integration for the actor.
If this flag is raised and CCD is enabled, CCD interactions will simulate friction. By default, friction is disabled in CCD interactions because CCD friction has been observed to introduce some simulation artifacts. CCD friction was enabled in previous versions of the SDK. Raising this flag will result in behavior that is a closer match for previous versions of the SDK.
This flag requires PxRigidBodyFlag::eENABLE_CCD to be raised to have any effect.
EnableSpeculativeCcd
Register a rigid body to dynamically adjust contact offset based on velocity. This can be used to achieve a CCD effect.
If both eENABLE_CCD and eENABLE_SPECULATIVE_CCD are set on the same body, then angular motions are handled by speculative contacts (eENABLE_SPECULATIVE_CCD) while linear motions are handled by sweeps (eENABLE_CCD).
EnablePoseIntegrationPreview
Register a rigid body for reporting pose changes by the simulation at an early stage.
Sometimes it might be advantageous to get access to the new pose of a rigid body as early as possible and
not wait until the call to fetchResults() returns. Setting this flag will schedule the rigid body to get reported
in PxSimulationEventCallback::onAdvance
. Please refer to the documentation of that callback to understand
the behavior and limitations of this functionality.
EnableCcdMaxContactImpulse
Permit CCD to limit maxContactImpulse. This is useful for use-cases like a destruction system but can cause visual artefacts so is not enabled by default.
RetainAccelerations
Carries over forces/accelerations between frames, rather than clearing them
ForceKineKineNotifications
Forces kinematic-kinematic pairs notifications for this actor.
This flag overrides the global scene-level PxPairFilteringMode setting for kinematic actors. This is equivalent to having PxPairFilteringMode::eKEEP for pairs involving this actor.
A particular use case is when you have a large amount of kinematic actors, but you are only interested in interactions between a few of them. In this case it is best to use PxSceneDesc.kineKineFilteringMode = PxPairFilteringMode::eKILL, and then raise the eFORCE_KINE_KINE_NOTIFICATIONS flag on the small set of kinematic actors that need notifications.
This has no effect if PxRigidBodyFlag::eKINEMATIC is not set.
Changing this flag at runtime will not have an effect until you remove and re-add the actor to the scene.
ForceStaticKineNotifications
Forces static-kinematic pairs notifications for this actor.
Similar to eFORCE_KINE_KINE_NOTIFICATIONS, but for static-kinematic interactions.
This has no effect if PxRigidBodyFlag::eKINEMATIC is not set.
Changing this flag at runtime will not have an effect until you remove and re-add the actor to the scene.
EnableGyroscopicForces
Enables computation of gyroscopic forces on the rigid body.
Trait Implementations§
source§impl Clone for PxRigidBodyFlag
impl Clone for PxRigidBodyFlag
source§fn clone(&self) -> PxRigidBodyFlag
fn clone(&self) -> PxRigidBodyFlag
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for PxRigidBodyFlag
impl Debug for PxRigidBodyFlag
source§impl PartialEq<PxRigidBodyFlag> for PxRigidBodyFlag
impl PartialEq<PxRigidBodyFlag> for PxRigidBodyFlag
source§fn eq(&self, other: &PxRigidBodyFlag) -> bool
fn eq(&self, other: &PxRigidBodyFlag) -> bool
self
and other
values to be equal, and is used
by ==
.