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<div class="title">PxSceneDesc.h File Reference</div> </div>
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<div class="textblock"><code>#include &quot;<a class="el" href="PxPhysXConfig_8h_source.html">PxPhysXConfig.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="PxFlags_8h_source.html">foundation/PxFlags.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="PxBounds3_8h_source.html">foundation/PxBounds3.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="PxFiltering_8h_source.html">PxFiltering.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="PxBroadPhase_8h_source.html">PxBroadPhase.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="PxTolerancesScale_8h_source.html">common/PxTolerancesScale.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="PxTask_8h_source.html">task/PxTask.h</a>&quot;</code><br />
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxPruningStructureType.html">PxPruningStructureType</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pruning structure used to accelerate scene queries. <a href="structPxPruningStructureType.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxSceneQueryUpdateMode.html">PxSceneQueryUpdateMode</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Scene query update mode. <a href="structPxSceneQueryUpdateMode.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxSolverType.html">PxSolverType</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Enum for selecting the type of solver used for the simulation. <a href="structPxSolverType.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxSceneFlag.html">PxSceneFlag</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">flags for configuring properties of the scene <a href="structPxSceneFlag.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneLimits.html">PxSceneLimits</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hint to the size of the scene, not as a hard limit (i.e. it will be possible to create more objects than specified in the scene limits). <a href="classPxSceneLimits.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxgDynamicsMemoryConfig.html">PxgDynamicsMemoryConfig</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sizes of pre-allocated buffers use for GPU dynamics. <a href="structPxgDynamicsMemoryConfig.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html">PxSceneDesc</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Descriptor class for scenes. See <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>. <a href="classPxSceneDesc.html#details">More...</a><br /></td></tr>
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<tr class="memitem:ga54a626a9a6d80543048bffc654814704"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt; <a class="el" href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53">PxSceneFlag::Enum</a>, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#ga54a626a9a6d80543048bffc654814704">PxSceneFlags</a></td></tr>
<tr class="memdesc:ga54a626a9a6d80543048bffc654814704"><td class="mdescLeft">&#160;</td><td class="mdescRight">collection of set bits defined in <a class="el" href="structPxSceneFlag.html" title="flags for configuring properties of the scene ">PxSceneFlag</a>. <a href="group__physics.html#ga54a626a9a6d80543048bffc654814704">More...</a><br /></td></tr>
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