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PxParticleBaseFlag Struct Reference

ParticleBase flags. More...

#include <PxParticleBaseFlag.h>

Public Types

enum  Enum {
  eCOLLISION_TWOWAY = (1<<0),
  eCOLLISION_WITH_DYNAMIC_ACTORS = (1<<1),
  eENABLED = (1<<2),
  ePROJECT_TO_PLANE = (1<<3),
  ePER_PARTICLE_REST_OFFSET = (1<<4),
  ePER_PARTICLE_COLLISION_CACHE_HINT = (1<<5),
  eGPU = (1<<6)
}
 

Detailed Description

ParticleBase flags.

Member Enumeration Documentation

Enumerator
eCOLLISION_TWOWAY 

Enable/disable two way collision of particles with the rigid body scene. In either case, particles are influenced by colliding rigid bodies. If eCOLLISION_TWOWAY is not set, rigid bodies are not influenced by colliding particles. Use particleMass to control the strength of the feedback force on rigid bodies.

Note
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
eCOLLISION_WITH_DYNAMIC_ACTORS 

Enable/disable collision of particles with dynamic actors. The flag can be turned off as a hint to the sdk to save memory space and execution time. In principle any collisions can be turned off using filters but without or reduced memory and performance benefits.

Note
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
eENABLED 

Enable/disable execution of particle simulation.

ePROJECT_TO_PLANE 

Defines whether the particles of this particle system should be projected to a plane. This can be used to build 2D applications, for instance. The projection plane is defined by the parameter projectionPlaneNormal and projectionPlaneDistance.

ePER_PARTICLE_REST_OFFSET 

Enable/disable per particle rest offsets. Per particle rest offsets can be used to support particles having different sizes with respect to collision.

Note
This configuration cannot be changed after the particle system was created.
ePER_PARTICLE_COLLISION_CACHE_HINT 

Ename/disable per particle collision caches. Per particle collision caches improve collision detection performance at the cost of increased memory usage.

Note
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
eGPU 

Enable/disable GPU acceleration. Enabling GPU acceleration might fail. In this case the eGPU flag is switched off.

Note
Switching this flag while the particle system is part of a scene might have a negative impact on performance.
See Also
PxScene.removeActor() PxScene.addActor() PxParticleGpu

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


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