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| Name | FGenericParticleHandleImp |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/ParticleHandle.h |
| Include Path | #include "Chaos/ParticleHandle.h" |
Syntax
class FGenericParticleHandleImp
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGenericParticleHandleImp
(
FGeometryParticleHandle* InHandle |
Chaos/ParticleHandle.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FDynamicParticleHandleType | FPBDRigidParticleHandle | Chaos/ParticleHandle.h | |
| FKinematicParticleHandleType | FKinematicGeometryParticleHandle | Chaos/ParticleHandle.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| EmptyKinematicTarget | const FKinematicTarget | Chaos/ParticleHandle.h | |
| IdentityRotation | const FRotation3 | Chaos/ParticleHandle.h | |
| NullBVHParticles | const TUniquePtr< FBVHParticles > | Chaos/ParticleHandle.h | |
| ZeroMatrix | const FMatrix33 | Chaos/ParticleHandle.h | |
| ZeroVector | const FVec3 | So we can return vectors by const ref in cases where there's no real value. E.g., Velocity of a Static. | Chaos/ParticleHandle.h |
| ZeroVectorf | const FVec3f | Chaos/ParticleHandle.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MHandle | FGeometryParticleHandle * | Deprecated API | Chaos/ParticleHandle.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FVec3 & Acceleration() |
Chaos/ParticleHandle.h | ||
const FVec3 & AngularAcceleration() |
Chaos/ParticleHandle.h | ||
FReal AngularEtherDrag() |
Chaos/ParticleHandle.h | ||
auto & AuxilaryValue
(
Container& AuxContainer |
Chaos/ParticleHandle.h | ||
const auto & AuxilaryValue
(
const Container& AuxContainer |
Chaos/ParticleHandle.h | ||
const FAABB3 & BoundingBox() |
Named this way for templated code (GT/PT particles) | Chaos/ParticleHandle.h | |
TPBDRigidClusteredParticleHandleImp< FReal, 3, true > * CastToClustered () |
Chaos/ParticleHandle.h | ||
const TPBDRigidClusteredParticleHandleImp< FReal, 3, true > * CastToClustered () |
Chaos/ParticleHandle.h | ||
const TPBDGeometryCollectionParticleHandleImp< FReal, 3, true > * CastToGeometryCollection () |
Chaos/ParticleHandle.h | ||
TPBDGeometryCollectionParticleHandleImp< FReal, 3, true > * CastToGeometryCollection () |
Chaos/ParticleHandle.h | ||
const FKinematicGeometryParticleHandle * CastToKinematicParticle () |
Chaos/ParticleHandle.h | ||
FKinematicGeometryParticleHandle * CastToKinematicParticle () |
Chaos/ParticleHandle.h | ||
const FPBDRigidParticleHandle * CastToRigidParticle () |
Chaos/ParticleHandle.h | ||
FPBDRigidParticleHandle * CastToRigidParticle () |
Chaos/ParticleHandle.h | ||
bool CCDEnabled() |
Chaos/ParticleHandle.h | ||
FVec3 CenterOfMass() |
Chaos/ParticleHandle.h | ||
void ClearInertiaConditioningDirty() |
Chaos/ParticleHandle.h | ||
void ClearIsMovingKinematic() |
Chaos/ParticleHandle.h | ||
void ClearUseIgnoreCollisionManager() |
Chaos/ParticleHandle.h | ||
int32 CollisionGroup() |
Chaos/ParticleHandle.h | ||
const TUniquePtr< FBVHParticles > & CollisionParticles() |
Chaos/ParticleHandle.h | ||
int32 CollisionParticlesSize() |
TODO: Make all of these check ObjectState to maintain current functionality. | Chaos/ParticleHandle.h | |
TVec3< FRealSingle > ConditionedI() |
Chaos/ParticleHandle.h | ||
TVec3< FRealSingle > ConditionedInvI() |
Chaos/ParticleHandle.h | ||
bool Disabled() |
Chaos/ParticleHandle.h | ||
const TUniquePtr< FImplicitObject > & DynamicGeometry() |
Chaos/ParticleHandle.h | ||
bool EnabledDuringResim() |
Chaos/ParticleHandle.h | ||
TSerializablePtr< FImplicitObject > Geometry() |
Chaos/ParticleHandle.h | ||
FGeometryParticleHandle * GeometryParticleHandle () |
Chaos/ParticleHandle.h | ||
const FGeometryParticleHandle * GeometryParticleHandle () |
Chaos/ParticleHandle.h | ||
FVec3 GetComRelativePosition
(
const FVec3& P |
Convert a particle-relative position into a com-relative position | Chaos/ParticleHandle.h | |
FRotation3 GetComRelativeRotation
(
const FRotation3& Q |
Convert a particle-relative rotation into a com-relative rotation | Chaos/ParticleHandle.h | |
FRigidTransform3 GetComRelativeTransform
(
const FRigidTransform3& T |
Convert a particle-relative transform into a com-relative transform | Chaos/ParticleHandle.h | |
Private::FPBDIslandParticle * GetConstraintGraphNode() |
Chaos/ParticleHandle.h | ||
const FString & GetDebugName() |
Chaos/ParticleHandle.h | ||
const FImplicitObjectRef GetGeometry() |
Chaos/ParticleHandle.h | ||
int32 GetHandleIdx() |
Chaos/ParticleHandle.h | ||
const FVec3 & GetP() |
Chaos/ParticleHandle.h | ||
const FVec3f GetPreVf() |
Chaos/ParticleHandle.h | ||
const FVec3f GetPreWf() |
Chaos/ParticleHandle.h | ||
const FRotation3 GetQ() |
Chaos/ParticleHandle.h | ||
const FRotation3 GetR() |
Chaos/ParticleHandle.h | ||
FRigidTransform3 GetTransformPQ() |
Chaos/ParticleHandle.h | ||
FRigidTransform3 GetTransformPQCom() |
Chaos/ParticleHandle.h | ||
FRigidTransform3 GetTransformXR() |
Chaos/ParticleHandle.h | ||
FRigidTransform3 GetTransformXRCom() |
Chaos/ParticleHandle.h | ||
const FVec3 GetV() |
Chaos/ParticleHandle.h | ||
const FVec3f GetVf() |
Chaos/ParticleHandle.h | ||
const FVec3 GetW() |
Chaos/ParticleHandle.h | ||
const FVec3f GetWf() |
Chaos/ParticleHandle.h | ||
const FVec3 & GetX() |
Chaos/ParticleHandle.h | ||
FGeometryParticleHandle * Handle () |
Chaos/ParticleHandle.h | ||
const FGeometryParticleHandle * Handle () |
Needed for templated code to be the same. | Chaos/ParticleHandle.h | |
bool HasBoundingBox() |
Named this way for templated code (GT/PT particles) | Chaos/ParticleHandle.h | |
bool HasBounds() |
Chaos/ParticleHandle.h | ||
bool HasCollisionConstraintFlag
(
const ECollisionConstraintFlags Flag |
Chaos/ParticleHandle.h | ||
const TVec3< FRealSingle > I() |
Chaos/ParticleHandle.h | ||
bool InertiaConditioningDirty() |
Chaos/ParticleHandle.h | ||
bool InertiaConditioningEnabled() |
Chaos/ParticleHandle.h | ||
FRealSingle InitialOverlapDepenetrationVelocity() |
Chaos/ParticleHandle.h | ||
void InitTransform
(
const FVec3& InP, |
Chaos/ParticleHandle.h | ||
const TVec3< FRealSingle > InvI() |
Chaos/ParticleHandle.h | ||
TVec3< FRealSingle > InvIConditioning() |
Chaos/ParticleHandle.h | ||
FReal InvM() |
Chaos/ParticleHandle.h | ||
bool IsDynamic() |
Chaos/ParticleHandle.h | ||
bool IsInConstraintGraph() |
Chaos/ParticleHandle.h | ||
bool IsKinematic() |
Chaos/ParticleHandle.h | ||
bool IsMovingKinematic() |
Chaos/ParticleHandle.h | ||
bool IsSleeping() |
Chaos/ParticleHandle.h | ||
bool IsStatic() |
Check for the exact type of particle (see also AsKinematic etc, which will work on derived types) | Chaos/ParticleHandle.h | |
Private::FIterationSettings IterationSettings() |
Chaos/ParticleHandle.h | ||
const FKinematicTarget & KinematicTarget() |
Chaos/ParticleHandle.h | ||
FReal LinearEtherDrag() |
Chaos/ParticleHandle.h | ||
const FAABB3 & LocalBounds() |
Chaos/ParticleHandle.h | ||
FReal M() |
Chaos/ParticleHandle.h | ||
bool MACDEnabled() |
Chaos/ParticleHandle.h | ||
const EObjectStateType ObjectState() |
Chaos/ParticleHandle.h | ||
bool OneWayInteraction() |
Chaos/ParticleHandle.h | ||
const FVec3 & P() |
Chaos/ParticleHandle.h | ||
bool PartialIslandSleepAllowed() |
Chaos/ParticleHandle.h | ||
FParticleID ParticleID() |
Chaos/ParticleHandle.h | ||
const FVec3 PCom() |
Chaos/ParticleHandle.h | ||
const FVec3 PreV() |
Chaos/ParticleHandle.h | ||
const FVec3 PreW() |
Chaos/ParticleHandle.h | ||
const FRotation3 Q() |
Chaos/ParticleHandle.h | ||
const FRotation3 QCom() |
Chaos/ParticleHandle.h | ||
FRotation3 R () |
Chaos/ParticleHandle.h | ||
const FRotation3 R () |
Chaos/ParticleHandle.h | ||
const FRotation3 RCom() |
World-space center of mass rotation. | Chaos/ParticleHandle.h | |
FRotation3 RotationOfMass() |
Chaos/ParticleHandle.h | ||
void SetCenterOfMass
(
const FVec3& InCom |
Chaos/ParticleHandle.h | ||
void SetConstraintGraphNode
(
Private::FPBDIslandParticle* InNode |
Chaos/ParticleHandle.h | ||
void SetInertiaConditioningDirty() |
Chaos/ParticleHandle.h | ||
void SetInvIConditioning
(
const TVec3< FRealSingle >& InInvIConditioning |
Chaos/ParticleHandle.h | ||
void SetIsMovingKinematic() |
Chaos/ParticleHandle.h | ||
void SetP
(
const FVec3& InP |
Chaos/ParticleHandle.h | ||
void SetQ
(
const FRotation3& InQ |
Chaos/ParticleHandle.h | ||
void SetR
(
const FRotation3& InR |
Chaos/ParticleHandle.h | ||
void SetRotationOfMass
(
const FRotation3& InRom |
Chaos/ParticleHandle.h | ||
void SetSolverBodyIndex
(
const int32 InSolverBodyIndex |
Chaos/ParticleHandle.h | ||
void SetTransform
(
const FVec3& Pos, |
Chaos/ParticleHandle.h | ||
void SetTransformPQCom
(
const FVec3& InPCom, |
Chaos/ParticleHandle.h | ||
void SetUseIgnoreCollisionManager() |
Chaos/ParticleHandle.h | ||
void SetV
(
const FVec3& InV |
Chaos/ParticleHandle.h | ||
void SetVf
(
const FVec3f& InV |
Chaos/ParticleHandle.h | ||
void SetW
(
const FVec3& InW |
Chaos/ParticleHandle.h | ||
void SetWf
(
const FVec3f& InW |
Chaos/ParticleHandle.h | ||
void SetX
(
const FVec3& InX |
Chaos/ParticleHandle.h | ||
const FShapeInstanceArray & ShapeInstances() |
Chaos/ParticleHandle.h | ||
const FShapesArray & ShapesArray() |
Chaos/ParticleHandle.h | ||
bool Sleeping() |
Chaos/ParticleHandle.h | ||
FRealSingle SleepThresholdMultiplier() |
Chaos/ParticleHandle.h | ||
int32 SolverBodyIndex() |
Chaos/ParticleHandle.h | ||
FString ToString() |
Chaos/ParticleHandle.h | ||
FUniqueIdx UniqueIdx() |
Chaos/ParticleHandle.h | ||
void UpdateWorldSpaceState
(
const FRigidTransform3& WorldTransform, |
Chaos/ParticleHandle.h | ||
bool UseIgnoreCollisionManager() |
Chaos/ParticleHandle.h | ||
const FVec3 V() |
Kinematic Particles. | Chaos/ParticleHandle.h | |
const FVec3 VSmooth() |
Chaos/ParticleHandle.h | ||
const FVec3 W() |
Chaos/ParticleHandle.h | ||
bool WasSleeping() |
Chaos/ParticleHandle.h | ||
const FAABB3 & WorldSpaceInflatedBounds() |
Chaos/ParticleHandle.h | ||
const FVec3 WSmooth() |
Chaos/ParticleHandle.h | ||
FVec3 & X () |
Static Particles | Chaos/ParticleHandle.h | |
const FVec3 & X () |
Chaos/ParticleHandle.h | ||
const FVec3 XCom() |
World-space center of mass position. | Chaos/ParticleHandle.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static EParticleType StaticType() |
Chaos/ParticleHandle.h |