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Run through a list of particle pairs and pass them onto the collision detector if their AABBs overlap. In addition, collide all particles in ParticlesA with all particles in ParticlesB.
No spatial acceleration, and the order is assumed to be already optimized for cache efficiency.
| Name | FBasicBroadPhase |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/BasicBroadPhase.h |
| Include Path | #include "Chaos/Collision/BasicBroadPhase.h" |
Syntax
class FBasicBroadPhase
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Chaos/Collision/BasicBroadPhase.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FAABB | FAABB3 | Chaos/Collision/BasicBroadPhase.h | |
| FParticleHandle | TGeometryParticleHandle< FReal, 3 > | Chaos/Collision/BasicBroadPhase.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ParticlePairs | const TArray< FParticlePair > * | Chaos/Collision/BasicBroadPhase.h | ||
| ParticlesA | const TArray< FParticleHandle * > * | Chaos/Collision/BasicBroadPhase.h | ||
| ParticlesB | const TArray< FParticleHandle * > * | Chaos/Collision/BasicBroadPhase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ProduceOverlaps
(
FReal Dt, |
Chaos/Collision/BasicBroadPhase.h |