#include <PxSceneDesc.h>
Public Member Functions | |
| PX_INLINE | PxSceneLimits () |
| 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 | |
| PxU32 | maxNbActors |
| Expected maximum number of actors. | |
| PxU32 | maxNbBodies |
| Expected maximum number of dynamic rigid bodies. | |
| PxU32 | maxNbStaticShapes |
| Expected maximum number of static shapes. | |
| PxU32 | maxNbDynamicShapes |
| Expected maximum number of dynamic shapes. | |
| PxU32 | maxNbAggregates |
| Expected maximum number of aggregates. | |
| PxU32 | maxNbConstraints |
| Expected maximum number of constraint shaders. | |
| PxU32 | maxNbRegions |
| Expected maximum number of broad-phase regions. | |
| PxU32 | maxNbBroadPhaseOverlaps |
| Expected maximum number of broad-phase overlaps. | |
| PX_DEPRECATED PxU32 | maxNbObjectsPerRegion |
0 indicates no limit. Using limits allows the SDK to preallocate various arrays, leading to less re-allocations and faster code at runtime.
Expected maximum number of actors.
Expected maximum number of aggregates.
Expected maximum number of dynamic rigid bodies.
Expected maximum number of broad-phase overlaps.
Expected maximum number of constraint shaders.
Expected maximum number of dynamic shapes.
| PX_DEPRECATED PxU32 PxSceneLimits::maxNbObjectsPerRegion |
Expected maximum number of static shapes.