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Unreal Engine C++ API Reference > Plugins > ChaosCloth > ChaosCloth
Inheritance Hierarchy
- IClothingSimulation
- FClothingSimulationCommon
- FClothingSimulation
References
Module | ChaosCloth |
Header | /Engine/Plugins/Experimental/ChaosCloth/Source/Chaos/Public/ChaosCloth/ChaosClothingSimulation.h |
Include | #include "ChaosCloth/ChaosClothingSimulation.h" |
Syntax
class FClothingSimulation : public FClothingSimulationCommon
Variables
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friend | FSkeletalMeshCacheAdapter |
Constructors
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Destructors
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Functions
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void | DebugDrawBounds
(
FPrimitiveDrawInterface* PDI |
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void | DebugDrawElementIndices
(
FCanvas* Canvas, |
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void | DebugDrawGravity
(
FPrimitiveDrawInterface* PDI |
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void | DebugDrawMaxDistanceValues
(
FCanvas* Canvas, |
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void | DebugDrawParticleIndices
(
FCanvas* Canvas, |
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void | Editor only debug draw function. | |
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void | Editor & runtime debug draw functions. | |
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FClothingSimulationCloth * | GetCloth
(
int32 ClothId |
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FClothingSimulationSolver * | GetSolver () |
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void | RefreshClothConfig
(
const IClothingSimulationContext* InContext |
Function to be called if any of the assets' configuration parameters have changed. |
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void | Function to be called if any of the assets' physics assets changes (colliders) This seems to only happen when UPhysicsAsset::RefreshPhysicsAssetChange is called with bFullClothRefresh set to false during changes created using the viewport manipulators. | |
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void | SetGravityOverride
(
const FVector& InGravityOverride |
Overridden from IClothingSimulation
Type | Name | Description | |
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void | AddExternalCollisions
(
const FClothCollisionData& InData |
Called by the engine when an external object wants to inject collision data into this simulation above and beyond what is specified in the asset for the internal actors Examples: Scene collision, collision for parents we are attached to |
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void | Called by the engine when external collisions are no longer necessary or when they need to be updated with some of the previous collisions removed. | |
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void | CreateActor
(
USkeletalMeshComponent* InOwnerComponent, |
Create an actor for this simulation from the data in InAsset Simulation data for this actor should be written back to SimDataIndex in GetSimulationData |
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IClothingSimulationContext * | Create a new context, will not be filled, call FillContext before simulating with this context | |
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void | Simulation should remove all of it's actors when next possible and free them | |
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void | DestroyContext
(
IClothingSimulationContext* InContext |
Destroy a context object, engine will always pass a context created using CreateContext |
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FBoxSphereBounds | GetBounds
(
const USkeletalMeshComponent* InOwnerComponent |
Return bounds in local space (or in world space if InOwnerComponent is null). |
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void | GetCollisions
(
FClothCollisionData& OutCollisions, |
Called by the engine to request data on all active collisions in a simulation. |
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int32 | GetNumCloths () |
Return the number of simulated cloths. Implementation must be thread safe. |
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int32 | Return the number of dynamic (simulated) particles. Implementation must be thread safe. | |
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int32 | Return the number of iterations used by the solver. | |
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int32 | Return the number of kinematic (fixed) particles. Implementation must be thread safe. | |
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int32 | Return the number of substeps used by the solver. | |
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void | GetSimulationData
(
TMap< int32, FClothSimulData >& OutData, |
Fill FClothSimulData map for the clothing simulation. |
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float | Return the simulation time in ms. Implementation must be thread safe. | |
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void | Initialize () |
Initialize the simulation, will be called before any Simulate calls |
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bool | IsTeleported () |
Return whether the simulation is teleported. Implementation must be thread safe. |
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void | SetMaxNumIterations
(
int32 |
Set the maximum number of iterations used by the solver. |
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void | SetNumIterations
(
int32 |
Set the number of iterations used by the solver. |
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void | SetNumSubsteps
(
int32 |
Set the number of substeps used by the solver. |
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bool | Called by the engine to detect whether or not the simulation should run, essentially are there any actors that need to simulate in this simulation | |
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void | Shutdown () |
Shutdown the simulation, this should clear ALL resources as we no longer expect to call any other function on this simulation without first calling Initialize again. |
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void | Simulate
(
IClothingSimulationContext* InContext |
Run a single tick of the simulation. |
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void | UpdateWorldForces
(
const USkeletalMeshComponent* OwnerComponent |
Update the forces coming from the world. |
Deprecated Functions
Type | Name | Description | |
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void | DebugDrawWindForces has been renamed DebugDrawWindAndPressureForces. |