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Unreal Engine C++ API Reference > Runtime > Chaos > Chaos
Inheritance Hierarchy
- TBoundsWrapperHelper
- TAABBTreeLeafArray
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/AABBTree.h |
Include | #include "Chaos/AABBTree.h" |
Syntax
template<typename TPayloadType, bool bComputeBounds, typename T>
struct TAABBTreeLeafArray : public Chaos::TBoundsWrapperHelper< TPayloadType, FReal, true >
Variables
Type | Name | Description | |
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bool | bDirtyLeaf | Flag on the leaf to know if it has been updated |
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TArray< TPayloadBoundsElement< TPayloadType, T > > | Elems |
Constructors
Type | Name | Description | |
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TAABBTreeLeafArray
(
const TArray< TPayloadBoundsElement< TPayloadType, T > >& InElems |
Todo: avoid copy? |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddElement
(
const TPayloadBoundsElement< TPayloadType, T >& Element |
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void | DebugDrawLeaf
(
ISpacialDebugDrawInterface< T >& InInterface, |
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void | GatherElements
(
TArray< TPayloadBoundsElement< TPayloadType, T > >& OutElements |
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SIZE_T | ||
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SIZE_T | ||
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bool | IsLeafDirty () |
Check if the leaf is dirty (if one of the payload have been updated) |
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bool | OverlapFast
(
const FAABB3& QueryBounds, |
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void | PrintLeaf () |
Print leaf information (bounds) for debugging purpose |
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bool | RaycastFast
(
const TVec3< T >& Start, |
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bool | RaycastFastSimd
(
const VectorRegister4Double& Start, |
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bool | RaycastImpSimd
(
const VectorRegister4Double& Start, |
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bool | RaycastSweepImp
(
const TVec3< T >& Start, |
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void | ||
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void | RemoveElement
(
TPayloadType Payload |
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void | Reset () |
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void | Serialize
(
FChaosArchive& Ar |
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void | SetDirtyState
(
const bool bDirtyState |
Set thye dirty flag onto the leaf |
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bool | ||
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void | UpdateElement
(
const TPayloadType& Payload, |