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Unreal Engine C++ API Reference > Runtime > Chaos > Chaos
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/ParticleHandle.h |
Include | #include "Chaos/ParticleHandle.h" |
Syntax
class FAccelerationStructureHandle
Remarks
Wrapper that holds both physics thread data and GT data. It's possible that the physics handle is null if we're doing operations entirely on external threads
Constructors
Type | Name | Description | |
---|---|---|---|
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FAccelerationStructureHandle
(
FGeometryParticleHandle* InHandle |
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FAccelerationStructureHandle
(
TGeometryParticleHandleImp< FReal, 3, bPersistent >& InHandle |
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FAccelerationStructureHandle
(
FGeometryParticle* InGeometryParticle, |
Functions
Type | Name | Description | |
---|---|---|---|
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void | ComputeParticleQueryFilterDataFromShapes
(
const TParticle& Particle, |
Compute the aggregated query collision filter from all associated shapesstatic |
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void | ComputeParticleSimFilterDataFromShapes
(
const TParticle& Particle, |
Compute the aggregated sim collision filter from all associated shapesstatic |
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void | DebugDraw
(
const bool bExternal, |
|
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FGeometryParticle * | Should only be used by GT and scene query threads where an appropriate lock has been acquired. | |
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FGeometryParticleHandle * | Should only be used by PT. | |
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bool | PrePreQueryFilter
(
const void* QueryData |
|
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bool | PrePreSimFilter
(
const void* SimData |
|
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void | Serialize
(
FChaosArchive& Ar |
|
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FUniqueIdx | UniqueIdx () |
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void | UpdateFrom
(
const FAccelerationStructureHandle& InOther |
Operators
Type | Name | Description | |
---|---|---|---|
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bool | operator!=
(
const FAccelerationStructureHandle& Rhs |
|
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bool | operator==
(
const FAccelerationStructureHandle& Rhs |
Constants
Name | Description |
---|---|
bHasPayloadOnInternalThread |