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| Name | FPBDEvolution |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/PBDEvolution.h |
| Include Path | #include "Chaos/PBDEvolution.h" |
Syntax
class FPBDEvolution : public Chaos::TArrayCollection
Inheritance Hierarchy
- TArrayCollection → FPBDEvolution
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPBDEvolution
(
FSolverParticles&& InParticles, |
TODO: Tidy up this constructor (and update Headless Chaos) | Chaos/PBDEvolution.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FPBDEvolution() |
Chaos/PBDEvolution.h |
Structs
| Name | Remarks |
|---|---|
| FParticleVievToken |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDoQuasistatics | bool | Chaos/PBDEvolution.h | ||
| bUsePerParticleDamping | bool | Chaos/PBDEvolution.h | ||
| MCoefficientOfFriction | FSolverReal | Chaos/PBDEvolution.h | ||
| MCollided | TArrayCollectionArray< bool > | Chaos/PBDEvolution.h | ||
| MCollisionContacts | TArray< FSolverVec3 > | Chaos/PBDEvolution.h | ||
| MCollisionKinematicUpdate | TFunction< void(FSolverCollisionParticles &, const FSolverReal, const FSolverReal, const int32)> | Chaos/PBDEvolution.h | ||
| MCollisionNormals | TArray< FSolverVec3 > | Chaos/PBDEvolution.h | ||
| MCollisionParticleGroupIds | TArrayCollectionArray< uint32 > | Chaos/PBDEvolution.h | ||
| MCollisionParticles | FSolverCollisionParticles | Chaos/PBDEvolution.h | ||
| MCollisionParticlesActiveView | TPBDActiveView< FSolverCollisionParticles > | Chaos/PBDEvolution.h | ||
| MCollisionPhis | TArray< FSolverReal > | Chaos/PBDEvolution.h | ||
| MCollisionThickness | FSolverReal | Chaos/PBDEvolution.h | ||
| MCollisionTransforms | TArrayCollectionArray< FSolverRigidTransform3 > | Chaos/PBDEvolution.h | ||
| MConstraintInits | TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > | Chaos/PBDEvolution.h | ||
| MConstraintInitsActiveView | TPBDActiveView< TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > > | Chaos/PBDEvolution.h | ||
| MConstraintPostprocessings | TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > | Chaos/PBDEvolution.h | ||
| MConstraintPostprocessingsActiveView | TPBDActiveView< TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > > | Chaos/PBDEvolution.h | ||
| MConstraintRules | TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > | Chaos/PBDEvolution.h | ||
| MConstraintRulesActiveView | TPBDActiveView< TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > > | Chaos/PBDEvolution.h | ||
| MDamping | FSolverReal | Chaos/PBDEvolution.h | ||
| MGravity | FSolverVec3 | Chaos/PBDEvolution.h | ||
| MGroupCoefficientOfFrictions | TArrayCollectionArray< FSolverReal > | Chaos/PBDEvolution.h | ||
| MGroupCollisionThicknesses | TArrayCollectionArray< FSolverReal > | Chaos/PBDEvolution.h | ||
| MGroupDampings | TArrayCollectionArray< FSolverReal > | Chaos/PBDEvolution.h | ||
| MGroupForceRules | TArrayCollectionArray< TFunction< void(FSolverParticles &, const FSolverReal, const int32)> > | Chaos/PBDEvolution.h | ||
| MGroupGravityAccelerations | TArrayCollectionArray< FSolverVec3 > | Chaos/PBDEvolution.h | ||
| MGroupLocalDampings | TArrayCollectionArray< FSolverReal > | Chaos/PBDEvolution.h | ||
| MGroupUseCCDs | TArrayCollectionArray< bool > | Chaos/PBDEvolution.h | ||
| MGroupVelocityAndPressureFields | TArrayCollectionArray< FVelocityAndPressureField > | Chaos/PBDEvolution.h | ||
| MKinematicUpdate | TFunction< void(FSolverParticles &, const FSolverReal, const FSolverReal, const int32)> | Chaos/PBDEvolution.h | ||
| MLocalDamping | FSolverReal | Chaos/PBDEvolution.h | ||
| MNumIterations | int32 | Chaos/PBDEvolution.h | ||
| MParticleDampings | TArrayCollectionArray< FSolverReal > | Per particle data: | Chaos/PBDEvolution.h | |
| MParticleGroupIds | TArrayCollectionArray< uint32 > | Chaos/PBDEvolution.h | ||
| MParticles | FSolverParticles | Chaos/PBDEvolution.h | ||
| MParticlesActiveView | TPBDActiveView< FSolverParticles > | Chaos/PBDEvolution.h | ||
| MPostCollisionConstraintRules | TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > | Chaos/PBDEvolution.h | ||
| MPostCollisionConstraintRulesActiveView | TPBDActiveView< TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > > | Chaos/PBDEvolution.h | ||
| MTime | FSolverReal | Chaos/PBDEvolution.h | ||
| RemovedCollisionIndices | TArray< FParticleVievToken > | Chaos/PBDEvolution.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ActivateCollisionParticleRange
(
int32 Offset, |
Set a block of collision particles active or inactive, using the index of the first added particle to identify the block. | Chaos/PBDEvolution.h | |
void ActivateConstraintInitRange
(
int32 Offset, |
Set a block of constraints active or inactive, using the index of the first added particle to identify the block. | Chaos/PBDEvolution.h | |
void ActivateConstraintPostprocessingsRange
(
int32 Offset, |
Chaos/PBDEvolution.h | ||
void ActivateConstraintRuleRange
(
int32 Offset, |
Chaos/PBDEvolution.h | ||
void ActivateParticleRange
(
int32 Offset, |
Set a block of particles active or inactive, using the index of the first added particle to identify the block. | Chaos/PBDEvolution.h | |
void ActivatePostCollisionConstraintRuleRange
(
int32 Offset, |
Chaos/PBDEvolution.h | ||
int32 AddCollisionParticle
(
uint32 GroupId, |
Add a single collision body particle to the solver. | Chaos/PBDEvolution.h | |
int32 AddCollisionParticleRange
(
int32 NumParticles, |
Add collision particles and initialize group ids. | Chaos/PBDEvolution.h | |
int32 AddConstraintInitRange
(
int32 NumConstraints, |
Add constraints. Return the index of the first added constraint. | Chaos/PBDEvolution.h | |
int32 AddConstraintPostprocessingsRange
(
int32 NumConstraints, |
Chaos/PBDEvolution.h | ||
int32 AddConstraintRuleRange
(
int32 NumConstraints, |
Chaos/PBDEvolution.h | ||
int32 AddParticleRange
(
int32 NumParticles, |
Add particles and initialize group ids. Return the index of the first added particle. | Chaos/PBDEvolution.h | |
int32 AddParticleRange
(
int32 NumItems, |
Set a block of particles active or inactive, using the index of the first added particle to identify the block. | Chaos/PBDEvolution.h | |
int32 AddPostCollisionConstraintRuleRange
(
int32 NumConstraints, |
Chaos/PBDEvolution.h | ||
void AdvanceOneTimeStep
(
const FSolverReal Dt |
Advance one time step. Filter the input time step if specified. | Chaos/PBDEvolution.h | |
TArray< uint32 > & CollisionParticleGroupIds () |
Chaos/PBDEvolution.h | ||
const TArray< uint32 > & CollisionParticleGroupIds () |
Chaos/PBDEvolution.h | ||
| Chaos/PBDEvolution.h | |||
const FSolverCollisionParticles & CollisionParticles () |
Collision particles accessors. | Chaos/PBDEvolution.h | |
| Chaos/PBDEvolution.h | |||
| Chaos/PBDEvolution.h | |||
TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > & ConstraintInits () |
Chaos/PBDEvolution.h | ||
const TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > & ConstraintInits () |
Constraint accessors. | Chaos/PBDEvolution.h | |
TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > & ConstraintPostprocessings () |
Chaos/PBDEvolution.h | ||
const TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > & ConstraintPostprocessings () |
Chaos/PBDEvolution.h | ||
TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > & ConstraintRules () |
Chaos/PBDEvolution.h | ||
const TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > & ConstraintRules () |
Chaos/PBDEvolution.h | ||
void DeactivateParticleRanges() |
Clear all ranges. | Chaos/PBDEvolution.h | |
FSolverReal GetCoefficientOfFriction
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
const TArray< FSolverVec3 > & GetCollisionContacts() |
Chaos/PBDEvolution.h | ||
const TArray< FSolverVec3 > & GetCollisionNormals() |
Chaos/PBDEvolution.h | ||
int32 GetCollisionParticleRangeSize
(
int32 Offset |
Return the number of particles of the block starting at Offset. | Chaos/PBDEvolution.h | |
const TArray< FSolverReal > & GetCollisionPhis() |
Chaos/PBDEvolution.h | ||
const TArray< bool > & GetCollisionStatus() |
Chaos/PBDEvolution.h | ||
FSolverReal GetCollisionThickness
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
int32 GetConstraintInitRangeSize
(
int32 Offset |
Return the number of particles of the block starting at Offset. | Chaos/PBDEvolution.h | |
int32 GetConstraintPostprocessingsRangeSize
(
int32 Offset |
Chaos/PBDEvolution.h | ||
int32 GetConstraintRuleRangeSize
(
int32 Offset |
Chaos/PBDEvolution.h | ||
FSolverReal GetDamping
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
TFunction< void(FSolverParticles &, const FSolverReal, const int32)> & GetForceFunction
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
const TFunction< void(FSolverParticles &, const FSolverReal, const int32)> & GetForceFunction
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
const FSolverVec3 & GetGravity
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
int32 GetIterations() |
Chaos/PBDEvolution.h | ||
FSolverReal GetLocalDamping
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
FSolverReal GetParticleDamping
(
const uint32 ParticleIndex |
Chaos/PBDEvolution.h | ||
int32 GetParticleRangeSize
(
int32 Offset |
Return the number of particles of the block starting at Offset. | Chaos/PBDEvolution.h | |
| Chaos/PBDEvolution.h | |||
const FSolverParticles & GetParticles () |
These versions just help share code with Softs::FEvolution which follows UE naming standards. | Chaos/PBDEvolution.h | |
int32 GetPostCollisionConstraintRuleRangeSize
(
int32 Offset |
Chaos/PBDEvolution.h | ||
FSolverReal GetTime() |
Chaos/PBDEvolution.h | ||
bool GetUseCCD
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
FVelocityAndPressureField & GetVelocityAndPressureField
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
const FVelocityAndPressureField & GetVelocityAndPressureField
(
const uint32 GroupId |
Chaos/PBDEvolution.h | ||
const TArray< uint32 > & ParticleGroupIds() |
Chaos/PBDEvolution.h | ||
const FSolverParticles & Particles () |
Particles accessors. | Chaos/PBDEvolution.h | |
| Chaos/PBDEvolution.h | |||
const TPBDActiveView< FSolverParticles > & ParticlesActiveView() |
Chaos/PBDEvolution.h | ||
TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > & PostCollisionConstraintRules () |
Chaos/PBDEvolution.h | ||
const TArray< TFunction< void(FSolverParticles &, const FSolverReal)> > & PostCollisionConstraintRules () |
Chaos/PBDEvolution.h | ||
void RemoveCollisionParticle
(
int32 CollisionParticleIndex, |
Remove a collision body from the active view list, and save its particle in the remvoed collision particle list. | Chaos/PBDEvolution.h | |
void ResetCollisionParticles
(
int32 NumParticles |
Remove all collision particles. | Chaos/PBDEvolution.h | |
void ResetConstraintRules() |
Reset all constraint init and rule functions. | Chaos/PBDEvolution.h | |
void ResetParticles() |
Remove all particles, will also reset all rules. | Chaos/PBDEvolution.h | |
void SetCoefficientOfFriction
(
const FSolverReal CoefficientOfFriction, |
Chaos/PBDEvolution.h | ||
void SetCollisionKinematicUpdateFunction
(
TFunction< void(FSolverCollisionParticles&, const FSolverReal, const FSolverReal, const int32)> Kin... |
Chaos/PBDEvolution.h | ||
void SetCollisionThickness
(
const FSolverReal CollisionThickness, |
Chaos/PBDEvolution.h | ||
void SetDamping
(
const FSolverReal Damping, |
Chaos/PBDEvolution.h | ||
void SetGravity
(
const FSolverVec3& Acceleration, |
Chaos/PBDEvolution.h | ||
void SetIterations
(
const int32 Iterations |
Chaos/PBDEvolution.h | ||
void SetKinematicUpdateFunction
(
TFunction< void(FSolverParticles&, const FSolverReal, const FSolverReal, const int32)> KinematicUpd... |
Chaos/PBDEvolution.h | ||
void SetLocalDamping
(
const FSolverReal LocalDamping, |
Chaos/PBDEvolution.h | ||
void SetParticleDamping
(
const FSolverReal Damping, |
Chaos/PBDEvolution.h | ||
void SetQuasistatics
(
const bool bDoQuasistaticsIn |
Chaos/PBDEvolution.h | ||
void SetUseCCD
(
const bool bUseCCD, |
Chaos/PBDEvolution.h |