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Unreal Engine C++ API Reference > Runtime > Chaos > GeometryCollection
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/GeometryCollectionCollisionStructureManager.h |
Include | #include "GeometryCollection/GeometryCollectionCollisionStructureManager.h" |
Syntax
class FCollisionStructureManager
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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FVector | CalculateUnitMassInertiaTensor
(
const FBox& BoundingBox, |
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Chaos::FReal | CalculateVolume
(
const FBox& BoundingBox, |
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FImplicit * | NewImplicit
(
Chaos::FErrorReporter ErrorReporter, |
Build a box, sphere, or level set based on `ImplicitType_. |
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FImplicit * | NewImplicitBox
(
const FBox& CollisionBounds, |
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FImplicit * | NewImplicitCapsule
(
const FBox& CollisionBounds, |
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FImplicit * | NewImplicitCapsule
(
const Chaos::FReal Radius, |
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FImplicit * | NewImplicitConvex
(
const TArray< int32 >& ConvexIndices, |
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FImplicit * | NewImplicitLevelset
(
Chaos::FErrorReporter ErrorReporter, |
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FImplicit * | NewImplicitSphere
(
const Chaos::FReal Radius, |
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Chaos::FLevelSet * | NewLevelset
(
Chaos::FErrorReporter ErrorReporter, |
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FSimplicial * | NewSimplicial
(
const Chaos::FParticles& Vertices, |
Culls particles inside Implicit_, and coincident particles (defined by being within 1/20'th of the size of the domain from one another), truncates at CollisionParticlesMaxInput_, and returns a bounding volume hierarchy of the remainder. |
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FSimplicial * | NewSimplicial
(
const Chaos::FParticles& AllParticles, |
Culls particles by importance (See `FTriangleMesh::GetVertexImportanceOrdering()_), and returns a bounding volume hierarchy of the remainder. |
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void | UpdateImplicitFlags
(
FImplicit* Implicit, |
Calls SetDoCollide(false)_ and SetConvex(false) on Implicit_ if CollisionType is `ECollisionTypeEnum::Chaos_Surface_Volumetric_. |
Typedefs
Name | Description |
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FImplicit | |
FPoints | |
FSimplicial |