Subversion Repository Public Repository

Divide-Dependencies

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  


#ifndef PX_PHYSICS_NX_DEBUG_VISUALIZATION_PARAMETER
#define PX_PHYSICS_NX_DEBUG_VISUALIZATION_PARAMETER

#include "foundation/PxPreprocessor.h"

/** \addtogroup physics
@{
*/

#if !PX_DOXYGEN
namespace physx
{
#endif

/*
NOTE: Parameters should NOT be conditionally compiled out. Even if a particular feature is not available.
Otherwise the parameter values get shifted about and the numeric values change per platform. This causes problems
when trying to serialize parameters.

New parameters should also be added to the end of the list for this reason. Also make sure to update 
eNUM_VALUES, which should be one higher than the maximum value in the enum.
*/

/**
\brief Debug visualization parameters.

#PxVisualizationParameter::eSCALE is the master switch for enabling visualization, please read the corresponding documentation
for further details.

@see PxScene.setVisualizationParameter() PxScene.getVisualizationParameter() PxScene.getRenderBuffer()
*/
struct PxVisualizationParameter
{
	enum Enum
	{
	/* RigidBody-related parameters  */

		/**
		\brief This overall visualization scale gets multiplied with the individual scales. Setting to zero ignores all visualizations. Default is 0.

		The below settings permit the debug visualization of various simulation properties. 
		The setting is either zero, in which case the property is not drawn. Otherwise it is a scaling factor
		that determines the size of the visualization widgets.

		Only objects for which visualization is turned on using setFlag(eVISUALIZATION) are visualized (see #PxActorFlag::eVISUALIZATION, #PxShapeFlag::eVISUALIZATION, ...).
		Contacts are visualized if they involve a body which is being visualized.
		Default is 0.

		Notes:
		- to see any visualization, you have to set PxVisualizationParameter::eSCALE to nonzero first.
		- the scale factor has been introduced because it's difficult (if not impossible) to come up with a
		good scale for 3D vectors. Normals are normalized and their length is always 1. But it doesn't mean
		we should render a line of length 1. Depending on your objects/scene, this might be completely invisible
		or extremely huge. That's why the scale factor is here, to let you tune the length until it's ok in
		your scene.
		- however, things like collision shapes aren't ambiguous. They are clearly defined for example by the
		triangles & polygons themselves, and there's no point in scaling that. So the visualization widgets
		are only scaled when it makes sense.

		<b>Range:</b> [0, PX_MAX_F32)<br>
		<b>Default:</b> 0
		*/
		eSCALE,

		
		/**
		\brief Visualize the world axes.
		*/
		eWORLD_AXES,
		
	/* Body visualizations */

		/**
		\brief Visualize a bodies axes.

		@see PxActor.globalPose PxActor
		*/
		eBODY_AXES,
		
		/**
		\brief Visualize a body's mass axes.

		This visualization is also useful for visualizing the sleep state of bodies. Sleeping bodies are drawn in
		black, while awake bodies are drawn in white. If the body is sleeping and part of a sleeping group, it is
		drawn in red.

		@see PxBodyDesc.massLocalPose PxActor
		*/
		eBODY_MASS_AXES,
		
		/**
		\brief Visualize the bodies linear velocity.

		@see PxBodyDesc.linearVelocity PxActor
		*/
		eBODY_LIN_VELOCITY,
		
		/**
		\brief Visualize the bodies angular velocity.

		@see PxBodyDesc.angularVelocity PxActor
		*/
		eBODY_ANG_VELOCITY,


		/**
		\brief Visualize the bodies joint projection group.

		@see PxBodyDesc.angularVelocity PxActor
		*/
		eDEPRECATED_BODY_JOINT_GROUPS,

	/* Contact visualisations */

		/**
		\brief  Visualize contact points. Will enable contact information.
		*/
		eCONTACT_POINT,
		
		/**
		\brief Visualize contact normals. Will enable contact information.
		*/
		eCONTACT_NORMAL,
		
		/**
		\brief  Visualize contact errors. Will enable contact information.
		*/
		eCONTACT_ERROR,
		
		/**
		\brief Visualize Contact forces. Will enable contact information.
		*/
		eCONTACT_FORCE,

		
		/**
		\brief Visualize actor axes.

		@see PxRigidStatic PxRigidDynamic PxArticulationLink
		*/
		eACTOR_AXES,

		
		/**
		\brief Visualize bounds (AABBs in world space)
		*/
		eCOLLISION_AABBS,
		
		/**
		\brief Shape visualization

		@see PxShape
		*/
		eCOLLISION_SHAPES,
		
		/**
		\brief Shape axis visualization

		@see PxShape
		*/
		eCOLLISION_AXES,

		/**
		\brief Compound visualization (compound AABBs in world space)
		*/
		eCOLLISION_COMPOUNDS,

		/**
		\brief Mesh & convex face normals

		@see PxTriangleMesh PxConvexMesh
		*/
		eCOLLISION_FNORMALS,
		
		/**
		\brief Active edges for meshes

		@see PxTriangleMesh
		*/
		eCOLLISION_EDGES,

		/**
		\brief Static pruning structures
		*/
		eCOLLISION_STATIC,

		/**
		\brief Dynamic pruning structures
		*/
		eCOLLISION_DYNAMIC,

		/**
		\brief Visualizes pairwise state.
		*/
		eDEPRECATED_COLLISION_PAIRS,

		/**
		\brief Joint local axes
		*/
		eJOINT_LOCAL_FRAMES,

		/** 
		\brief Joint limits
		*/
		eJOINT_LIMITS,


	/* ParticleSystem visualizations */
		
		/**
		\brief Particle position visualization.
		*/
		ePARTICLE_SYSTEM_POSITION,
		
		/**
		\brief Particle velocity visualization.
		*/
		ePARTICLE_SYSTEM_VELOCITY,

		/**
		\brief Particle collision normal visualization.
		*/
		ePARTICLE_SYSTEM_COLLISION_NORMAL,
		
		/**
		\brief ParticleSystem AABB visualization.
		*/
		ePARTICLE_SYSTEM_BOUNDS,

		/**
		\brief Particle grid visualization.
		*/
		ePARTICLE_SYSTEM_GRID,
		
		/**
		\brief Particle system broad phase bounds.
		*/
		ePARTICLE_SYSTEM_BROADPHASE_BOUNDS,

		/**
		\brief ParticleSystem maximum motion distance visualization.
		*/
		ePARTICLE_SYSTEM_MAX_MOTION_DISTANCE,
	
		/**
		\brief Visualize culling box
		*/
		eCULL_BOX,

		/**
		\brief Cloth fabric vertical sets
		*/
		eCLOTH_VERTICAL,    
		/**
		\brief Cloth fabric horizontal sets
		*/
		eCLOTH_HORIZONTAL,  
		/**
		\brief Cloth fabric bending sets
		*/
		eCLOTH_BENDING,     
		/**
		\brief Cloth fabric shearing sets
		*/
		eCLOTH_SHEARING,    
		/**
		\brief Cloth virtual particles
		*/
		eCLOTH_VIRTUAL_PARTICLES,

		/**
		\brief MBP regions
		*/
		eMBP_REGIONS,

		/**
		\brief This is not a parameter, it just records the current number of parameters (as maximum(PxVisualizationParameter)+1) for use in loops.
		*/
		eNUM_VALUES,

		eFORCE_DWORD = 0x7fffffff
	};
};

#if !PX_DOXYGEN
} // namespace physx
#endif

/** @} */
#endif

Commits for Divide-Dependencies/physx/PhysX_3.4/Include/PxVisualizationParameter.h

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx