254 lines
7.1 KiB
C
254 lines
7.1 KiB
C
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_VISUALIZATION_PARAMETER_H
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#define PX_VISUALIZATION_PARAMETER_H
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#include "foundation/PxPreprocessor.h"
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/** \addtogroup physics
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@{
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*/
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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/*
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NOTE: Parameters should NOT be conditionally compiled out. Even if a particular feature is not available.
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Otherwise the parameter values get shifted about and the numeric values change per platform. This causes problems
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when trying to serialize parameters.
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New parameters should also be added to the end of the list for this reason. Also make sure to update
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eNUM_VALUES, which should be one higher than the maximum value in the enum.
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*/
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/**
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\brief Debug visualization parameters.
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#PxVisualizationParameter::eSCALE is the master switch for enabling visualization, please read the corresponding documentation
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for further details.
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@see PxScene.setVisualizationParameter() PxScene.getVisualizationParameter() PxScene.getRenderBuffer()
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*/
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struct PxVisualizationParameter
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{
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enum Enum
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{
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/* RigidBody-related parameters */
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/**
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\brief This overall visualization scale gets multiplied with the individual scales. Setting to zero ignores all visualizations. Default is 0.
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The below settings permit the debug visualization of various simulation properties.
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The setting is either zero, in which case the property is not drawn. Otherwise it is a scaling factor
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that determines the size of the visualization widgets.
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Only objects for which visualization is turned on using setFlag(eVISUALIZATION) are visualized (see #PxActorFlag::eVISUALIZATION, #PxShapeFlag::eVISUALIZATION, ...).
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Contacts are visualized if they involve a body which is being visualized.
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Default is 0.
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Notes:
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- to see any visualization, you have to set PxVisualizationParameter::eSCALE to nonzero first.
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- the scale factor has been introduced because it's difficult (if not impossible) to come up with a
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good scale for 3D vectors. Normals are normalized and their length is always 1. But it doesn't mean
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we should render a line of length 1. Depending on your objects/scene, this might be completely invisible
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or extremely huge. That's why the scale factor is here, to let you tune the length until it's ok in
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your scene.
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- however, things like collision shapes aren't ambiguous. They are clearly defined for example by the
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triangles & polygons themselves, and there's no point in scaling that. So the visualization widgets
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are only scaled when it makes sense.
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<b>Range:</b> [0, PX_MAX_F32)<br>
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<b>Default:</b> 0
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*/
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eSCALE,
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/**
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\brief Visualize the world axes.
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*/
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eWORLD_AXES,
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/* Body visualizations */
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/**
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\brief Visualize a bodies axes.
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@see PxActor.globalPose PxActor
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*/
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eBODY_AXES,
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/**
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\brief Visualize a body's mass axes.
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This visualization is also useful for visualizing the sleep state of bodies. Sleeping bodies are drawn in
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black, while awake bodies are drawn in white. If the body is sleeping and part of a sleeping group, it is
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drawn in red.
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@see PxBodyDesc.massLocalPose PxActor
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*/
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eBODY_MASS_AXES,
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/**
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\brief Visualize the bodies linear velocity.
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@see PxBodyDesc.linearVelocity PxActor
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*/
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eBODY_LIN_VELOCITY,
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/**
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\brief Visualize the bodies angular velocity.
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@see PxBodyDesc.angularVelocity PxActor
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*/
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eBODY_ANG_VELOCITY,
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/* Contact visualisations */
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/**
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\brief Visualize contact points. Will enable contact information.
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*/
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eCONTACT_POINT,
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/**
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\brief Visualize contact normals. Will enable contact information.
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*/
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eCONTACT_NORMAL,
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/**
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\brief Visualize contact errors. Will enable contact information.
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*/
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eCONTACT_ERROR,
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/**
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\brief Visualize Contact forces. Will enable contact information.
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*/
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eCONTACT_FORCE,
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/**
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\brief Visualize actor axes.
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@see PxRigidStatic PxRigidDynamic PxArticulationLink
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*/
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eACTOR_AXES,
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/**
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\brief Visualize bounds (AABBs in world space)
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*/
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eCOLLISION_AABBS,
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/**
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\brief Shape visualization
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@see PxShape
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*/
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eCOLLISION_SHAPES,
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/**
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\brief Shape axis visualization
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@see PxShape
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*/
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eCOLLISION_AXES,
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/**
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\brief Compound visualization (compound AABBs in world space)
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*/
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eCOLLISION_COMPOUNDS,
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/**
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\brief Mesh & convex face normals
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@see PxTriangleMesh PxConvexMesh
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*/
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eCOLLISION_FNORMALS,
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/**
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\brief Active edges for meshes
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@see PxTriangleMesh
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*/
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eCOLLISION_EDGES,
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/**
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\brief Static pruning structures
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*/
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eCOLLISION_STATIC,
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/**
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\brief Dynamic pruning structures
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*/
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eCOLLISION_DYNAMIC,
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/**
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\brief Joint local axes
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*/
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eJOINT_LOCAL_FRAMES,
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/**
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\brief Joint limits
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*/
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eJOINT_LIMITS,
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/**
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\brief Visualize culling box
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*/
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eCULL_BOX,
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/**
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\brief MBP regions
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*/
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eMBP_REGIONS,
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/**
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\brief Renders the simulation mesh instead of the collision mesh (only available for tetmeshes)
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*/
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eSIMULATION_MESH,
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/**
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\brief Renders the SDF of a mesh instead of the collision mesh (only available for triangle meshes with SDFs)
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*/
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eSDF,
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/**
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\brief This is not a parameter, it just records the current number of parameters (as maximum(PxVisualizationParameter)+1) for use in loops.
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*/
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eNUM_VALUES,
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eFORCE_DWORD = 0x7fffffff
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};
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};
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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