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A set of 4 manifold points in a FPBDCollisionSolver.
| Name | FPBDCollisionSolverJacobiManifoldPoints |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/PBDCollisionSolverJacobi.h |
| Include Path | #include "Chaos/Collision/PBDCollisionSolverJacobi.h" |
Syntax
class FPBDCollisionSolverJacobiManifoldPoints
Structs
| Name | Remarks |
|---|---|
| FManifoldPoint |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxManifoldPoints | const int32 | Chaos/Collision/PBDCollisionSolverJacobi.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ManifoldPoints | TCArray< FManifoldPoint, MaxManifoldPoints > | Chaos/Collision/PBDCollisionSolverJacobi.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddManifoldPoint() |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void ApplyFrictionCone
(
const int32 ManifoldPointIndex, |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void CalculateContactPositionErrorNormal
(
const int32 ManifoldPointIndex, |
Calculate the position error at the current transforms. | Chaos/Collision/PBDCollisionSolverJacobi.h | |
void CalculateContactPositionErrorTangential
(
const int32 ManifoldPointIndex, |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void CalculateContactVelocityError
(
const int32 ManifoldPointIndex, |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void CalculateContactVelocityErrorNormal
(
const int32 ManifoldPointIndex, |
Calculate the velocity error at the current transforms. | Chaos/Collision/PBDCollisionSolverJacobi.h | |
void CalculatePositionCorrectionNormal
(
const int32 ManifoldPointIndex, |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
FSolverVec3 GetNetImpulse
(
const int32 ManifoldPointIndex |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
FSolverVec3 GetNetPushOut
(
const int32 ManifoldPointIndex |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
FSolverReal GetStaticFrictionRatio
(
const int32 ManifoldPointIndex |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void InitContact
(
const int32 ManifoldPointIndex, |
Initialize the geometric data for the contact. | Chaos/Collision/PBDCollisionSolverJacobi.h | |
int32 NumManifoldPoints() |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void Reset() |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void SetWorldContact
(
const int32 ManifoldPointIndex, |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
bool ShouldSolveVelocity
(
const int32 ManifoldPointIndex |
Whether we need to solve velocity for this manifold point (only if we were penetrating or applied a pushout) | Chaos/Collision/PBDCollisionSolverJacobi.h | |
void SolvePositionNoFriction
(
const FSolverReal Stiffness, |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
bool SolvePositionWithFriction
(
const FSolverReal Stiffness, |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void SolveVelocity
(
const FSolverReal Stiffness, |
Chaos/Collision/PBDCollisionSolverJacobi.h | ||
void UpdateMass
(
const int32 ManifoldPointIndex, |
Update the cached mass properties based on the current body transforms. | Chaos/Collision/PBDCollisionSolverJacobi.h | |
void UpdateMassNormal
(
const int32 ManifoldPointIndex, |
Update the contact mass for the normal correction This is used by shock propagation. | Chaos/Collision/PBDCollisionSolverJacobi.h |