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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
| Name | FAccelerationStructureHandle |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/ParticleHandle.h |
| Include Path | #include "Chaos/ParticleHandle.h" |
Syntax
class FAccelerationStructureHandle
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAccelerationStructureHandle
(
FGeometryParticleHandle* InHandle |
Chaos/ParticleHandle.h | ||
FAccelerationStructureHandle
(
TGeometryParticleHandleImp< FReal, 3, bPersistent >& InHandle |
Chaos/ParticleHandle.h | ||
FAccelerationStructureHandle
(
FGeometryParticle* InGeometryParticle, |
Chaos/ParticleHandle.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bHasPayloadOnInternalThread | bool | Chaos/ParticleHandle.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanPrePreFilter | bool | Chaos/ParticleHandle.h | ||
| CachedUniqueIdx | FUniqueIdx | Chaos/ParticleHandle.h | ||
| ExternalGeometryParticle | FGeometryParticle * | Chaos/ParticleHandle.h | ||
| GeometryParticleHandle | FGeometryParticleHandle * | Chaos/ParticleHandle.h | ||
| UnionQueryFilterData | FCollisionFilterData | Chaos/ParticleHandle.h | ||
| UnionSimFilterData | FCollisionFilterData | Chaos/ParticleHandle.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void DebugDraw
(
const bool bExternal, |
Chaos/ParticleHandle.h | ||
FGeometryParticle * GetExternalGeometryParticle_ExternalThread() |
Should only be used by GT and scene query threads where an appropriate lock has been acquired. | Chaos/ParticleHandle.h | |
FGeometryParticleHandle * GetGeometryParticleHandle_PhysicsThread() |
Should only be used by PT. | Chaos/ParticleHandle.h | |
bool PrePreQueryFilter
(
const void* QueryData |
Chaos/ParticleHandle.h | ||
bool PrePreSimFilter
(
const void* SimData |
Chaos/ParticleHandle.h | ||
void Serialize
(
FChaosArchive& Ar |
Chaos/ParticleHandle.h | ||
FUniqueIdx UniqueIdx() |
Chaos/ParticleHandle.h | ||
void UpdateFrom
(
const FAccelerationStructureHandle& InOther |
Chaos/ParticleHandle.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ComputeParticleQueryFilterDataFromShapes
(
const TParticle& Particle, |
Compute the aggregated query collision filter from all associated shapes. | Chaos/ParticleHandle.h | |
static void ComputeParticleSimFilterDataFromShapes
(
const TParticle& Particle, |
Compute the aggregated sim collision filter from all associated shapes NOTE: may not initialize OutQueryFilterData, so it must be cleared before calling if necessary (e.g., when changing blocking channels) | Chaos/ParticleHandle.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FAccelerationStructureHandle& Rhs |
Chaos/ParticleHandle.h | ||
bool operator==
(
const FAccelerationStructureHandle& Rhs |
Chaos/ParticleHandle.h |