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) } |
ParticleBase flags.
Enumerator | |
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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.
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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.
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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.
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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.
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eGPU |
Enable/disable GPU acceleration. Enabling GPU acceleration might fail. In this case the eGPU flag is switched off.
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