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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/FPerParticlePBDCollisionConstrai-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPerParticlePBDCollisionConstraint
(
const TPBDActiveView< FSolverCollisionParticles >& InParticlesActiveView, |
Chaos/PerParticlePBDCollisionConstraint.h | ||
FPerParticlePBDCollisionConstraint
(
const TPBDActiveView< FSolverCollisionParticles >& InParticlesActiveView, |
Chaos/PerParticlePBDCollisionConstraint.h |
FPerParticlePBDCollisionConstraint(const TPBDActiveView< FSolverCollisionParticles > &, TArray< bool > &, TArray< uint32 > &, TArray< uint32 > &, const TArray< FSolverReal > &, const TArray< FSolverReal > &)
| Name | FPerParticlePBDCollisionConstraint |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/PerParticlePBDCollisionConstraint.h |
| Include Path | #include "Chaos/PerParticlePBDCollisionConstraint.h" |
FPerParticlePBDCollisionConstraint
(
const TPBDActiveView < FSolverCollisionParticles > & InParticlesActiveView,
TArray < bool > & Collided,
TArray < uint32 > & DynamicGroupIds,
TArray < uint32 > & KinematicGroupIds,
const TArray < FSolverReal > & PerGroupThickness,
const TArray < FSolverReal > & PerGroupFriction
)
FPerParticlePBDCollisionConstraint(const TPBDActiveView< FSolverCollisionParticles > &, TArray< bool > &, TArray< FSolverVec3 > &, TArray< FSolverVec3 > &, TArray< FSolverReal > &, TArray< uint32 > &, TArray< uint32 > &, const TArray< FSolverReal > &, const TArray< FSolverReal > &, bool)
| Name | FPerParticlePBDCollisionConstraint |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/PerParticlePBDCollisionConstraint.h |
| Include Path | #include "Chaos/PerParticlePBDCollisionConstraint.h" |
FPerParticlePBDCollisionConstraint
(
const TPBDActiveView < FSolverCollisionParticles > & InParticlesActiveView,
TArray < bool > & Collided,
TArray < FSolverVec3 > & InContacts,
TArray < FSolverVec3 > & InNormals,
TArray < FSolverReal > & InPhis,
TArray < uint32 > & DynamicGroupIds,
TArray < uint32 > & KinematicGroupIds,
const TArray < FSolverReal > & PerGroupThickness,
const TArray < FSolverReal > & PerGroupFriction,
bool bWriteCCDContacts
)