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Unreal Engine C++ API Reference > Runtime > Chaos > Chaos
Inheritance Hierarchy
- std::vector< T >
- TArray
- TLeafContainer< TAABBTreeLeafArray< FAccelerationStructureHandle, true, FReal > >
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/AABBTree.h |
Include | #include "Chaos/AABBTree.h" |
Syntax
template<>
class TLeafContainer< TAABBTreeLeafArray< FAccelerationStructureHandle, true, FReal > > : private TArray< TAABBTreeLeafArray< FAccelerationStructureHandle, true, FReal > >
Remarks
Here we are specializing the behaviour of our leaf container to minimize memory allocations/deallocations when the container is reset. This is accomplished by only resetting the leafArrays and not the whole container This is only specialized for one specific type, but can expanded to more types if necessary
Functions
Type | Name | Description | |
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SizeType | ||
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SizeType | Num () |
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void | Reserve
(
SizeType Number |
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void | Reset () |
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void | Serialize
(
FChaosArchive& Ar |
Operators
Type | Name | Description | |
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FLeafType & | operator[]
(
SizeType Index |
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const FLeafType & | operator[]
(
SizeType Index |
Typedefs
Name | Description |
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ElementType | |
FLeafType | |
FParent |