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This is an intrusive handle, so you can use a contact pointer as a handle.
| Name | FPBDCollisionConstraintHandle |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/PBDCollisionConstraintHandle.h |
| Include Path | #include "Chaos/Collision/PBDCollisionConstraintHandle.h" |
Syntax
class FPBDCollisionConstraintHandle : public Chaos::TIntrusiveConstraintHandle< FPBDCollisionConstraint >
Inheritance Hierarchy
- FConstraintHandle → FIntrusiveConstraintHandle → TIntrusiveConstraintHandle → FPBDCollisionConstraintHandle
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPBDCollisionConstraintHandle() |
Chaos/Collision/PBDCollisionConstraintHandle.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Base | TIntrusiveConstraintHandle< FPBDCollisionConstraint > | Chaos/Collision/PBDCollisionConstraintHandle.h | |
| FGeometryPair | TPair< const TGeometryParticleHandle< FReal, 3 > *, const TGeometryParticleHandle< FReal, 3 > * > | Chaos/Collision/PBDCollisionConstraintHandle.h | |
| FHandleKey | TPair< FImplicitPair, FGeometryPair > | Chaos/Collision/PBDCollisionConstraintHandle.h | |
| FImplicitPair | TPair< const FImplicitObject *, const FImplicitObject * > | Chaos/Collision/PBDCollisionConstraintHandle.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FPBDCollisionConstraints * ConcreteContainer () |
Inlined FPBDCollisionConstraintHandle functions. | Chaos/Collision/PBDCollisionConstraintHandle.h | |
| Chaos/Collision/PBDCollisionConstraintHandle.h | |||
FVec3 GetAccumulatedImpulse() |
Chaos/Collision/PBDCollisionConstraintHandle.h | ||
bool GetCCDEnabled() |
Chaos/Collision/PBDCollisionConstraintHandle.h | ||
const FPBDCollisionConstraint & GetContact () |
Chaos/Collision/PBDCollisionConstraintHandle.h | ||
| Chaos/Collision/PBDCollisionConstraintHandle.h | |||
const FPBDCollisionConstraint & GetPointContact () |
Chaos/Collision/PBDCollisionConstraintHandle.h | ||
| Chaos/Collision/PBDCollisionConstraintHandle.h | |||
const FPBDCollisionConstraint & GetSweptPointContact () |
Chaos/Collision/PBDCollisionConstraintHandle.h | ||
| Chaos/Collision/PBDCollisionConstraintHandle.h |
Overridden from FConstraintHandle
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FParticlePair GetConstrainedParticles() |
Declared final so that TPBDConstraintGraphRuleImpl::AddToGraph() does not need to hit vtable. | Chaos/Collision/PBDCollisionConstraintHandle.h | |
virtual bool IsEnabled() |
Chaos/Collision/PBDCollisionConstraintHandle.h | ||
virtual bool IsProbe() |
Chaos/Collision/PBDCollisionConstraintHandle.h | ||
virtual void SetEnabled
(
bool InEnabled |
Chaos/Collision/PBDCollisionConstraintHandle.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FConstraintHandleTypeID & StaticType() |
Chaos/Collision/PBDCollisionConstraintHandle.h |