class neSimulatorSizeInfo

enum
{
   
DEFAULT_RIGIDBODIES_COUNT = 50,
   
DEFAULT_ANIMATEDBODIES_COUNT = 50,
    DEFAULT_RIGIDPARTICLES_COUNT
= 50,
    DEFAULT_CONTROLLERS_COUNT
= 50,
    DEFAULT_OVERLAPPED_PAIRS_COUNT
= 1225,
    DEFAULT_GEOMETRIES_COUNT
= 50,
    DEFAULT_CONSTRAINTS_COUNT
= 200,
    DEFAULT_CONTRAINT_SETS_COUNT
= 200,
    DEFAULT_SOLVER_BUFFER_SIZE
= 2000,
    DEFAULT_SENSORS_COUNT
= 200,
    DEFAULT_TERRAIN_NODES_START_COUNT
= 200,
    DEFAULT_TERRAIN_NODES_GROWBY_COUNT
= -1,
};
neSimulatorSizeInfo();

The constructor function initialises the members to the default values.

s32 rigidBodiesCount; /* Number of rigid bodies in the simulation */

s32 animatedBodiesCount; /* Number of animated bodies in the simulation */

s32 rigidParticleCount; /* Number of rigid particles in the simulation */

s32 controllersCount; /* Number of controller instances in the simulation */

s32 overlappedPairsCount; /* Number of possible overlapping pairs.

This has the maximum value of (n x (n - 1)) / 2,

where n = rigidBodyCount + animatedBodyCount.

But in practice it rarely goes that high.

You can try specifying a smaller number to save memory.

*/

s32 geometriesCount; /* Number of collision geometries in the simulator*/

 

s32 constraintsCount; /* Number of constraints in the simulation */

s32 constraintSetsCount; /* Number of constraint sets in the simulation */

s32 constraintBufferSize; /* Size of the buffer used to solve constraints */

s32 sensorsCount;

s32 terrainNodesStartCount; /* Number of nodes use to store terrain triangles */

s32 terrainNodesGrowByCount;/* Grow by this size if you run out of nodes */