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Unreal Engine C++ API Reference > Plugins > ChaosCloth > ChaosCloth
References
Module | ChaosCloth |
Header | /Engine/Plugins/Experimental/ChaosCloth/Source/Chaos/Public/ChaosCloth/ChaosClothingSimulationCollider.h |
Include | #include "ChaosCloth/ChaosClothingSimulationCollider.h" |
Syntax
class FClothingSimulationCollider
Remarks
Collider simulation node.
Constructors
Type | Name | Description | |
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FClothingSimulationCollider
(
const UPhysicsAsset* InPhysicsAsset, |
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FClothingSimulationCollider
(
const UClothingAssetCommon* InAsset, FClothingSimulationCollider
(
const UClothingAssetCommon* InAsset, |
Use FClothingSimulationCollider(const UPhysicsAsset InPhysicsAsset, const FReferenceSkeleton InReferenceSkeleton) instead. |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | Add
(
FClothingSimulationSolver* Solver, |
- Cloth interface - |
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FClothCollisionData | GetCollisionData
(
const FClothingSimulationSolver* Solver, |
Return source (untransformed) collision data for LODless, external and active LODs. |
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TConstArrayView< TUniquePtr< FImplicitObject > > | GetCollisionGeometries
(
const FClothingSimulationSolver* Solver, |
Return current active LOD collision geometries, not thread safe, to use after solver update. |
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TConstArrayView< Softs::FSolverRotation3 > | GetCollisionRotations
(
const FClothingSimulationSolver* Solver, |
Return current active LOD collision particles rotations, not thread safe, to use after solver update. |
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TConstArrayView< bool > | GetCollisionStatus
(
const FClothingSimulationSolver* Solver, |
Return whether the collision has been hit by a particle during CCD. |
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TConstArrayView< Softs::FSolverVec3 > | GetCollisionTranslations
(
const FClothingSimulationSolver* Solver, |
- Debugging and visualization functions - Return current active LOD collision particles translations, not thread safe, to use after solver update. |
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int32 | ||
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TConstArrayView< Softs::FSolverRigidTransform3 > | GetOldCollisionTransforms
(
const FClothingSimulationSolver* Solver, |
Return current active LOD previous frame collision particles transforms, not thread safe, to use after solver update. |
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void | PreUpdate
(
FClothingSimulationSolver* Solver, |
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void | Remove
(
FClothingSimulationSolver* Solver, |
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void | ResetStartPose
(
FClothingSimulationSolver* Solver, |
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void | SetCollisionData
(
const FClothCollisionData* InCollisionData |
- Animatable property setters - Set external collision data, will only get updated when used as a Solver Collider TODO: Subclass collider? |
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void | Update
(
FClothingSimulationSolver* Solver, |
Operators
Type | Name | Description | |
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FClothingSimulationCollider & | ||
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FClothingSimulationCollider & | operator=
(
const FClothingSimulationCollider& |
Classes
Type | Name | Description | |
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FLODData |
Enums
Type | Name | Description | |
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ECollisionDataType |
Typedefs
Name | Description |
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FSolverClothPair |
Deprecated Functions
Type | Name | Description | |
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FClothingSimulationCollider
(
const UClothingAssetCommon* InAsset, FClothingSimulationCollider
(
const UClothingAssetCommon* InAsset, |
Use FClothingSimulationCollider(const UPhysicsAsset InPhysicsAsset, const FReferenceSkeleton InReferenceSkeleton) instead. |