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Daniel Bross 84350b85ab Cramming PhysX in there
More PhysX work

More PhysX work
2025-07-10 01:10:22 +02:00

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---
source: physx-sys/pxbind/tests/enums.rs
expression: "gen_enums(\"i32.h\", &[]).unwrap()"
---
/// Broad phase algorithm used in the simulation
///
/// eSAP is a good generic choice with great performance when many objects are sleeping. Performance
/// can degrade significantly though, when all objects are moving, or when large numbers of objects
/// are added to or removed from the broad phase. This algorithm does not need world bounds to be
/// defined in order to work.
///
/// eMBP is an alternative broad phase algorithm that does not suffer from the same performance
/// issues as eSAP when all objects are moving or when inserting large numbers of objects. However
/// its generic performance when many objects are sleeping might be inferior to eSAP, and it requires
/// users to define world bounds in order to work.
///
/// eABP is a revisited implementation of MBP, which automatically manages broad-phase regions.
/// It offers the convenience of eSAP (no need to define world bounds or regions) and the performance
/// of eMBP when a lot of objects are moving. While eSAP can remain faster when most objects are
/// sleeping and eMBP can remain faster when it uses a large number of properly-defined regions,
/// eABP often gives the best performance on average and the best memory usage.
///
/// ePABP is a parallel implementation of ABP. It can often be the fastest (CPU) broadphase, but it
/// can use more memory than ABP.
///
/// eGPU is a GPU implementation of the incremental sweep and prune approach. Additionally, it uses a ABP-style
/// initial pair generation approach to avoid large spikes when inserting shapes. It not only has the advantage
/// of traditional SAP approch which is good for when many objects are sleeping, but due to being fully parallel,
/// it also is great when lots of shapes are moving or for runtime pair insertion and removal. It can become a
/// performance bottleneck if there are a very large number of shapes roughly projecting to the same values
/// on a given axis. If the scene has a very large number of shapes in an actor, e.g. a humanoid, it is recommended
/// to use an aggregate to represent multi-shape or multi-body actors to minimize stress placed on the broad phase.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(i32)]
pub enum PxBroadPhaseType {
/// 3-axes sweep-and-prune
Sap = 0,
/// Multi box pruning
Mbp = 1,
/// Automatic box pruning
Abp = 2,
/// Parallel automatic box pruning
Pabp = 3,
/// GPU broad phase
Gpu = 4,
Last = 5,
}