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Constraints are referenced by handle in the constraint graph. Constraint handles allow us to support different allocation and storage policies for constraints. E.g., heap-allocated constraints, array-based constraints etc.
| Name | FConstraintHandle |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/ConstraintHandle.h |
| Include Path | #include "Chaos/ConstraintHandle.h" |
Syntax
class FConstraintHandle
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FConstraintHandle
(
FPBDConstraintContainer* InContainer |
Chaos/ConstraintHandle.h | ||
| Chaos/ConstraintHandle.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FConstraintHandle() |
Chaos/ConstraintHandle.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FGeometryParticleHandle | TGeometryParticleHandle< FReal, 3 > | Chaos/ConstraintHandle.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const T * As () |
Chaos/ConstraintHandle.h | ||
T * As () |
Implemented in ConstraintContainer.h. | Chaos/ConstraintHandle.h | |
const T * AsUnsafe () |
Chaos/ConstraintHandle.h | ||
T * AsUnsafe () |
For use when you absolutely know the type (asserted in non-shipping) | Chaos/ConstraintHandle.h | |
TVec2< FGeometryParticleHandle * > GetConstrainedParticles() |
Chaos/ConstraintHandle.h | ||
Private::FPBDIslandConstraint * GetConstraintGraphEdge() |
Chaos/ConstraintHandle.h | ||
| Chaos/ConstraintHandle.h | |||
const FPBDConstraintContainer * GetContainer () |
Chaos/ConstraintHandle.h | ||
int32 GetContainerId() |
Implemented in ConstraintContainer.h. | Chaos/ConstraintHandle.h | |
virtual FVec3f GetNetLinearImpulse() |
Total net linear impulse applied by the velocity-based dynamics (VBD) solver (velocity iterations only). | Chaos/ConstraintHandle.h | |
const FConstraintHandleTypeID & GetType() |
Chaos/ConstraintHandle.h | ||
bool IsEnabled() |
Chaos/ConstraintHandle.h | ||
bool IsInConstraintGraph() |
Chaos/ConstraintHandle.h | ||
virtual bool IsProbe() |
Chaos/ConstraintHandle.h | ||
virtual bool IsSleeping() |
Chaos/ConstraintHandle.h | ||
virtual bool IsValid() |
Chaos/ConstraintHandle.h | ||
void SetConstraintGraphEdge
(
Private::FPBDIslandConstraint* InEdge |
NOTE: Should only be called by the IslandManager. | Chaos/ConstraintHandle.h | |
void SetEnabled
(
bool InEnabled |
Chaos/ConstraintHandle.h | ||
virtual void SetIsSleeping
(
const bool bInIsSleeping |
Chaos/ConstraintHandle.h | ||
virtual void SetWasAwakened
(
const bool bInWasAwakened |
Chaos/ConstraintHandle.h | ||
virtual bool SupportsPartialIslandSleeping() |
Can this constraint connect sleeping and active particles for partial island sleeping? | Chaos/ConstraintHandle.h | |
virtual bool SupportsSleeping() |
Does this constraint have the concept of sleep? (only really used for debug validation) | Chaos/ConstraintHandle.h | |
virtual bool WasAwakened() |
Chaos/ConstraintHandle.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FConstraintHandleTypeID & InvalidType() |
Chaos/ConstraintHandle.h | ||
static const FConstraintHandleTypeID & StaticType() |
Chaos/ConstraintHandle.h |