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RavEngine
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Descriptor class for scene query system. See #PxSceneQuerySystem. More...
#include <PxSceneQueryDesc.h>
Public Member Functions | |
| PX_INLINE | PxSceneQueryDesc () |
| constructor sets to default. | |
| PX_INLINE void | setToDefault () |
| (re)sets the structure to the default. | |
| PX_INLINE bool | isValid () const |
| Returns true if the descriptor is valid. | |
Public Attributes | |
| PxPruningStructureType::Enum | staticStructure |
| Defines the structure used to store static objects (PxRigidStatic actors). | |
| PxPruningStructureType::Enum | dynamicStructure |
| Defines the structure used to store dynamic objects (non-PxRigidStatic actors). | |
| PxU32 | dynamicTreeRebuildRateHint |
| Hint for how much work should be done per simulation frame to rebuild the pruning structures. | |
| PxDynamicTreeSecondaryPruner::Enum | dynamicTreeSecondaryPruner |
| Secondary pruner for dynamic tree. | |
| PxBVHBuildStrategy::Enum | staticBVHBuildStrategy |
| Build strategy for PxSceneQueryDesc::staticStructure. | |
| PxBVHBuildStrategy::Enum | dynamicBVHBuildStrategy |
| Build strategy for PxSceneQueryDesc::dynamicStructure. | |
| PxU32 | staticNbObjectsPerNode |
| Number of objects per node for PxSceneQueryDesc::staticStructure. | |
| PxU32 | dynamicNbObjectsPerNode |
| Number of objects per node for PxSceneQueryDesc::dynamicStructure. | |
| PxSceneQueryUpdateMode::Enum | sceneQueryUpdateMode |
| Defines the scene query update mode. | |
Descriptor class for scene query system. See #PxSceneQuerySystem.
| PX_INLINE bool physx::PxSceneQueryDesc::isValid | ( | ) | const |
Returns true if the descriptor is valid.
| PxBVHBuildStrategy::Enum physx::PxSceneQueryDesc::dynamicBVHBuildStrategy |
Build strategy for PxSceneQueryDesc::dynamicStructure.
This parameter is used to refine / control the build strategy of PxSceneQueryDesc::dynamicStructure. This is only used with PxPruningStructureType::eDYNAMIC_AABB_TREE and PxPruningStructureType::eSTATIC_AABB_TREE.
Default: PxBVHBuildStrategy::eFAST
| PxU32 physx::PxSceneQueryDesc::dynamicNbObjectsPerNode |
Number of objects per node for PxSceneQueryDesc::dynamicStructure.
This parameter is used to refine / control the number of objects per node for PxSceneQueryDesc::dynamicStructure. This is only used with PxPruningStructureType::eDYNAMIC_AABB_TREE and PxPruningStructureType::eSTATIC_AABB_TREE.
This parameter has an impact on how quickly the structure gets built, and on the per-frame cost of maintaining the structure. Increasing this value gives smaller AABB-trees that use less memory, are faster to build and update, but it can lead to slower queries.
Default: 4
| PxPruningStructureType::Enum physx::PxSceneQueryDesc::dynamicStructure |
Defines the structure used to store dynamic objects (non-PxRigidStatic actors).
| PxU32 physx::PxSceneQueryDesc::dynamicTreeRebuildRateHint |
Hint for how much work should be done per simulation frame to rebuild the pruning structures.
This parameter gives a hint on the distribution of the workload for rebuilding the dynamic AABB tree pruning structure PxPruningStructureType::eDYNAMIC_AABB_TREE. It specifies the desired number of simulation frames the rebuild process should take. Higher values will decrease the workload per frame but the pruning structure will get more and more outdated the longer the rebuild takes (which can make scene queries less efficient).
Range: [4, PX_MAX_U32)
Default: 100
| PxDynamicTreeSecondaryPruner::Enum physx::PxSceneQueryDesc::dynamicTreeSecondaryPruner |
Secondary pruner for dynamic tree.
This is used for PxPruningStructureType::eDYNAMIC_AABB_TREE structures, to control how objects added to the system at runtime are managed.
Default: PxDynamicTreeSecondaryPruner::eINCREMENTAL
| PxSceneQueryUpdateMode::Enum physx::PxSceneQueryDesc::sceneQueryUpdateMode |
Defines the scene query update mode.
Default: PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_ENABLED
| PxBVHBuildStrategy::Enum physx::PxSceneQueryDesc::staticBVHBuildStrategy |
Build strategy for PxSceneQueryDesc::staticStructure.
This parameter is used to refine / control the build strategy of PxSceneQueryDesc::staticStructure. This is only used with PxPruningStructureType::eDYNAMIC_AABB_TREE and PxPruningStructureType::eSTATIC_AABB_TREE.
Default: PxBVHBuildStrategy::eFAST
| PxU32 physx::PxSceneQueryDesc::staticNbObjectsPerNode |
Number of objects per node for PxSceneQueryDesc::staticStructure.
This parameter is used to refine / control the number of objects per node for PxSceneQueryDesc::staticStructure. This is only used with PxPruningStructureType::eDYNAMIC_AABB_TREE and PxPruningStructureType::eSTATIC_AABB_TREE.
This parameter has an impact on how quickly the structure gets built, and on the per-frame cost of maintaining the structure. Increasing this value gives smaller AABB-trees that use less memory, are faster to build and update, but it can lead to slower queries.
Default: 4
| PxPruningStructureType::Enum physx::PxSceneQueryDesc::staticStructure |
Defines the structure used to store static objects (PxRigidStatic actors).
There are usually a lot more static actors than dynamic actors in a scene, so they are stored in a separate structure. The idea is that when dynamic actors move each frame, the static structure remains untouched and does not need updating.
Default: PxPruningStructureType::eDYNAMIC_AABB_TREE