pub enum SceneFlag {
Show 16 variants
EnableActiveActors,
EnableCcd,
DisableCcdResweep,
EnablePcm,
DisableContactReportBufferResize,
DisableContactCache,
RequireRwLock,
EnableStabilization,
EnableAveragePoint,
ExcludeKinematicsFromActiveActors,
EnableGpuDynamics,
EnableEnhancedDeterminism,
EnableFrictionEveryIteration,
SuppressReadback,
ForceReadback,
MutableFlags,
}
Expand description
flags for configuring properties of the scene
Variants§
EnableActiveActors
Enable Active Actors Notification.
This flag enables the Active Actor Notification feature for a scene. This feature defaults to disabled. When disabled, the function PxScene::getActiveActors() will always return a NULL list.
There may be a performance penalty for enabling the Active Actor Notification, hence this flag should only be enabled if the application intends to use the feature.
Default: False
EnableCcd
Enables a second broad phase check after integration that makes it possible to prevent objects from tunneling through eachother.
PxPairFlag::eDETECT_CCD_CONTACT requires this flag to be specified.
For this feature to be effective for bodies that can move at a significant velocity, the user should raise the flag PxRigidBodyFlag::eENABLE_CCD for them.
This flag is not mutable, and must be set in PxSceneDesc at scene creation.
Default: False
DisableCcdResweep
Enables a simplified swept integration strategy, which sacrifices some accuracy for improved performance.
This simplified swept integration approach makes certain assumptions about the motion of objects that are not made when using a full swept integration. These assumptions usually hold but there are cases where they could result in incorrect behavior between a set of fast-moving rigid bodies. A key issue is that fast-moving dynamic objects may tunnel through each-other after a rebound. This will not happen if this mode is disabled. However, this approach will be potentially faster than a full swept integration because it will perform significantly fewer sweeps in non-trivial scenes involving many fast-moving objects. This approach should successfully resist objects passing through the static environment.
PxPairFlag::eDETECT_CCD_CONTACT requires this flag to be specified.
This scene flag requires eENABLE_CCD to be enabled as well. If it is not, this scene flag will do nothing.
For this feature to be effective for bodies that can move at a significant velocity, the user should raise the flag PxRigidBodyFlag::eENABLE_CCD for them.
This flag is not mutable, and must be set in PxSceneDesc at scene creation.
Default: False
EnablePcm
Enable GJK-based distance collision detection system.
This flag is not mutable, and must be set in PxSceneDesc at scene creation.
Default: true
DisableContactReportBufferResize
Disable contact report buffer resize. Once the contact buffer is full, the rest of the contact reports will not be buffered and sent.
This flag is not mutable, and must be set in PxSceneDesc at scene creation.
Default: false
DisableContactCache
Disable contact cache.
Contact caches are used internally to provide faster contact generation. You can disable all contact caches if memory usage for this feature becomes too high.
This flag is not mutable, and must be set in PxSceneDesc at scene creation.
Default: false
RequireRwLock
Require scene-level locking
When set to true this requires that threads accessing the PxScene use the multi-threaded lock methods.
This flag is not mutable, and must be set in PxSceneDesc at scene creation.
Default: false
EnableStabilization
Enables additional stabilization pass in solver
When set to true, this enables additional stabilization processing to improve that stability of complex interactions between large numbers of bodies.
Note that this flag is not mutable and must be set in PxSceneDesc at scene creation. Also, this is an experimental feature which does result in some loss of momentum.
EnableAveragePoint
Enables average points in contact manifolds
When set to true, this enables additional contacts to be generated per manifold to represent the average point in a manifold. This can stabilize stacking when only a small number of solver iterations is used.
Note that this flag is not mutable and must be set in PxSceneDesc at scene creation.
ExcludeKinematicsFromActiveActors
Do not report kinematics in list of active actors.
Since the target pose for kinematics is set by the user, an application can track the activity state directly and use this flag to avoid that kinematics get added to the list of active actors.
This flag has only an effect in combination with eENABLE_ACTIVE_ACTORS.
Default: false
EnableGpuDynamics
Do not report kinematics in list of active actors.
Since the target pose for kinematics is set by the user, an application can track the activity state directly and use this flag to avoid that kinematics get added to the list of active actors.
This flag has only an effect in combination with eENABLE_ACTIVE_ACTORS.
Default: false
EnableEnhancedDeterminism
Provides improved determinism at the expense of performance.
By default, PhysX provides limited determinism guarantees. Specifically, PhysX guarantees that the exact scene (same actors created in the same order) and simulated using the same time-stepping scheme should provide the exact same behaviour.
However, if additional actors are added to the simulation, this can affect the behaviour of the existing actors in the simulation, even if the set of new actors do not interact with the existing actors.
This flag provides an additional level of determinism that guarantees that the simulation will not change if additional actors are added to the simulation, provided those actors do not interfere with the existing actors in the scene. Determinism is only guaranteed if the actors are inserted in a consistent order each run in a newly-created scene and simulated using a consistent time-stepping scheme.
Note that this flag is not mutable and must be set at scene creation.
Note that enabling this flag can have a negative impact on performance.
Note that this feature is not currently supported on GPU.
Default false
EnableFrictionEveryIteration
Controls processing friction in all solver iterations
By default, PhysX processes friction only in the final 3 position iterations, and all velocity iterations. This flag enables friction processing in all position and velocity iterations.
The default behaviour provides a good trade-off between performance and stability and is aimed primarily at game development.
When simulating more complex frictional behaviour, such as grasping of complex geometries with a robotic manipulator, better results can be achieved by enabling friction in all solver iterations.
This flag only has effect with the default solver. The TGS solver always performs friction per-iteration.
SuppressReadback
Controls processing friction in all solver iterations
By default, PhysX processes friction only in the final 3 position iterations, and all velocity iterations. This flag enables friction processing in all position and velocity iterations.
The default behaviour provides a good trade-off between performance and stability and is aimed primarily at game development.
When simulating more complex frictional behaviour, such as grasping of complex geometries with a robotic manipulator, better results can be achieved by enabling friction in all solver iterations.
This flag only has effect with the default solver. The TGS solver always performs friction per-iteration.
ForceReadback
Controls processing friction in all solver iterations
By default, PhysX processes friction only in the final 3 position iterations, and all velocity iterations. This flag enables friction processing in all position and velocity iterations.
The default behaviour provides a good trade-off between performance and stability and is aimed primarily at game development.
When simulating more complex frictional behaviour, such as grasping of complex geometries with a robotic manipulator, better results can be achieved by enabling friction in all solver iterations.
This flag only has effect with the default solver. The TGS solver always performs friction per-iteration.
MutableFlags
Controls processing friction in all solver iterations
By default, PhysX processes friction only in the final 3 position iterations, and all velocity iterations. This flag enables friction processing in all position and velocity iterations.
The default behaviour provides a good trade-off between performance and stability and is aimed primarily at game development.
When simulating more complex frictional behaviour, such as grasping of complex geometries with a robotic manipulator, better results can be achieved by enabling friction in all solver iterations.
This flag only has effect with the default solver. The TGS solver always performs friction per-iteration.
Trait Implementations§
source§impl Clone for PxSceneFlag
impl Clone for PxSceneFlag
source§fn clone(&self) -> PxSceneFlag
fn clone(&self) -> PxSceneFlag
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for PxSceneFlag
impl Debug for PxSceneFlag
source§impl PartialEq<PxSceneFlag> for PxSceneFlag
impl PartialEq<PxSceneFlag> for PxSceneFlag
source§fn eq(&self, other: &PxSceneFlag) -> bool
fn eq(&self, other: &PxSceneFlag) -> bool
self
and other
values to be equal, and is used
by ==
.