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| Name | FPBDCollisionSolver |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/PBDCollisionSolver.h |
| Include Path | #include "Chaos/Collision/PBDCollisionSolver.h" |
Syntax
class FPBDCollisionSolver
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPBDCollisionSolver() |
NOTE: Does not initialize any properties. See MakeInitialized. | Chaos/Collision/PBDCollisionSolver.h |
Structs
| Name | Remarks |
|---|---|
| FState |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxConstrainedBodies | const int32 | Chaos/Collision/PBDCollisionSolver.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| State | FState | Chaos/Collision/PBDCollisionSolver.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddManifoldPoint() |
Chaos/Collision/PBDCollisionSolver.h | ||
void FinalizeManifold() |
Call once all manifold points have been initialized. Calculate mass properties etc. | Chaos/Collision/PBDCollisionSolver.h | |
FSolverReal GetDynamicFriction() |
Chaos/Collision/PBDCollisionSolver.h | ||
const FPBDCollisionSolverManifoldPoint & GetManifoldPoint
(
const int32 ManifoldPointIndex |
Chaos/Collision/PBDCollisionSolver.h | ||
FSolverReal GetStaticFriction() |
Chaos/Collision/PBDCollisionSolver.h | ||
FSolverReal GetVelocityFriction() |
Chaos/Collision/PBDCollisionSolver.h | ||
void InitManifoldPoint
(
const int32 PointIndex, |
Set up a manifold point (except mass properties. | Chaos/Collision/PBDCollisionSolver.h | |
int32 MaxManifoldPoints() |
Chaos/Collision/PBDCollisionSolver.h | ||
int32 NumManifoldPoints() |
Chaos/Collision/PBDCollisionSolver.h | ||
void Reset
(
FPBDCollisionSolverManifoldPoint* InManifoldPoints, |
Reset the state of the collision solver | Chaos/Collision/PBDCollisionSolver.h | |
void ResetManifold() |
Chaos/Collision/PBDCollisionSolver.h | ||
void SetFriction
(
const FSolverReal InStaticFriction, |
Chaos/Collision/PBDCollisionSolver.h | ||
void SetHardContact() |
Chaos/Collision/PBDCollisionSolver.h | ||
void SetSoftContact
(
const FSolverReal SoftPhi |
Chaos/Collision/PBDCollisionSolver.h | ||
void SetSolverBodies
(
FSolverBody& SolverBody0, |
Chaos/Collision/PBDCollisionSolver.h | ||
void SetStiffness
(
const FSolverReal InStiffness |
Chaos/Collision/PBDCollisionSolver.h | ||
void SolvePositionNoFriction
(
const FSolverReal Dt, |
Calculate and apply the position correction for this iteration. | Chaos/Collision/PBDCollisionSolver.h | |
void SolvePositionWithFriction
(
const FSolverReal Dt, |
Chaos/Collision/PBDCollisionSolver.h | ||
| Get the first solver body NOTE: This will not include any shock propagation mass scaling. | Chaos/Collision/PBDCollisionSolver.h | ||
const FConstraintSolverBody & SolverBody0 () |
Chaos/Collision/PBDCollisionSolver.h | ||
| Get the second solver body NOTE: This will not include any shock propagation mass scaling. | Chaos/Collision/PBDCollisionSolver.h | ||
const FConstraintSolverBody & SolverBody1 () |
Chaos/Collision/PBDCollisionSolver.h | ||
void SolveVelocity
(
const FSolverReal Dt, |
Calculate and apply the velocity correction for this iteration. | Chaos/Collision/PBDCollisionSolver.h | |
void UpdateMass() |
Chaos/Collision/PBDCollisionSolver.h | ||
void UpdateMassNormal() |
Chaos/Collision/PBDCollisionSolver.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FPBDCollisionSolver MakeInitialized() |
Create a solver that is initialized to safe defaults. | Chaos/Collision/PBDCollisionSolver.h | |
static FPBDCollisionSolver MakeUninitialized() |
Create a solver with no initialization. | Chaos/Collision/PBDCollisionSolver.h |