Broad phase algorithm used in the simulation. More...
#include <PxBroadPhase.h>
Public Types | |
enum | Enum { eSAP, eMBP, eABP, eGPU, eLAST } |
Broad phase algorithm used in the simulation.
eSAP is a good generic choice with great performance when many objects are sleeping. Performance can degrade significantly though, when all objects are moving, or when large numbers of objects are added to or removed from the broad phase. This algorithm does not need world bounds to be defined in order to work.
eMBP is an alternative broad phase algorithm that does not suffer from the same performance issues as eSAP when all objects are moving or when inserting large numbers of objects. However its generic performance when many objects are sleeping might be inferior to eSAP, and it requires users to define world bounds in order to work.
eABP is a revisited implementation of MBP, which automatically manages broad-phase regions. It offers the convenience of eSAP (no need to define world bounds or regions) and the performance of eMBP when a lot of objects are moving. While eSAP can remain faster when most objects are sleeping and eMBP can remain faster when it uses a large number of properly-defined regions, eABP often gives the best performance on average and the best memory usage.