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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="classPxTolerancesScale-members.html">List of all members</a> </div>
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<div class="title">PxTolerancesScale Class Reference<div class="ingroups"><a class="el" href="group__common.html">Common</a></div></div> </div>
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<p>Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here.
<a href="classPxTolerancesScale.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="PxTolerancesScale_8h_source.html">PxTolerancesScale.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:gaf2bc9f0c0e1ee44a548900a13bb1136c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__common.html#gaf2bc9f0c0e1ee44a548900a13bb1136c">PxTolerancesScale</a> ()</td></tr>
<tr class="memdesc:gaf2bc9f0c0e1ee44a548900a13bb1136c"><td class="mdescLeft">&#160;</td><td class="mdescRight">constructor sets to default <a href="group__common.html#gaf2bc9f0c0e1ee44a548900a13bb1136c">More...</a><br /></td></tr>
<tr class="separator:gaf2bc9f0c0e1ee44a548900a13bb1136c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga091cebe75e114b79165f382dffe878c8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__common.html#ga091cebe75e114b79165f382dffe878c8">isValid</a> () const</td></tr>
<tr class="memdesc:ga091cebe75e114b79165f382dffe878c8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if the descriptor is valid. <a href="group__common.html#ga091cebe75e114b79165f382dffe878c8">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a7d93bf20de0e5b54783eda5bb64effeb"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxTolerancesScale.html#a7d93bf20de0e5b54783eda5bb64effeb">length</a></td></tr>
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<tr class="memitem:a629358a15988697feaa85759d5c57e33"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxTolerancesScale.html#a629358a15988697feaa85759d5c57e33">speed</a></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here. </p>
<dl class="section note"><dt>Note</dt><dd>if you change the simulation scale, you will probablly also wish to change the scene's default value of gravity, and stable simulation will probably require changes to the scene's bounceThreshold also. </dd></dl>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="a7d93bf20de0e5b54783eda5bb64effeb"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a7d93bf20de0e5b54783eda5bb64effeb">&#9670;&nbsp;</a></span>length</h2>
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<td class="memname">PxReal PxTolerancesScale::length</td>
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<p>brief The approximate size of objects in the simulation.</p>
<p>For simulating roughly human-sized in metric units, 1 is a good choice. If simulation is done in centimetres, use 100 instead. This is used to estimate certain length-related tolerances. </p>
<p class="reference">Referenced by <a class="el" href="group__common.html#ga091cebe75e114b79165f382dffe878c8">isValid()</a>, <a class="el" href="classPxJointLinearLimit.html#a84aaf9ff6f11ab92790a6081feced4dc">PxJointLinearLimit::PxJointLinearLimit()</a>, and <a class="el" href="classPxJointLinearLimitPair.html#aa0bd4b39e190c58bb7db3d09db37fbe2">PxJointLinearLimitPair::PxJointLinearLimitPair()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a629358a15988697feaa85759d5c57e33">&#9670;&nbsp;</a></span>speed</h2>
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<td class="memname">PxReal PxTolerancesScale::speed</td>
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<p>brief The typical magnitude of velocities of objects in simulation. This is used to estimate whether a contact should be treated as bouncing or resting based on its impact velocity, and a kinetic energy threshold below which the simulation may put objects to sleep.</p>
<p>For normal physical environments, a good choice is the approximate speed of an object falling under gravity for one second. </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxTolerancesScale_8h_source.html">PxTolerancesScale.h</a></li>
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