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 | |
|---|---|
| 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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