Enum physx::scene::PruningStructureType
source · pub enum PruningStructureType {
None,
DynamicAabbTree,
StaticAabbTree,
Last,
}
Expand 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 PxSceneQueryDesc::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.
Variants§
None
Using a simple data structure
DynamicAabbTree
Using a dynamic AABB tree
StaticAabbTree
Using a static AABB tree
Last
Trait Implementations§
source§impl Clone for PxPruningStructureType
impl Clone for PxPruningStructureType
source§fn clone(&self) -> PxPruningStructureType
fn clone(&self) -> PxPruningStructureType
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for PxPruningStructureType
impl Debug for PxPruningStructureType
source§impl PartialEq<PxPruningStructureType> for PxPruningStructureType
impl PartialEq<PxPruningStructureType> for PxPruningStructureType
source§fn eq(&self, other: &PxPruningStructureType) -> bool
fn eq(&self, other: &PxPruningStructureType) -> bool
self
and other
values to be equal, and is used
by ==
.