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Unreal Engine C++ API Reference > Runtime > Chaos
Classes
Type | Name | Description | |
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FAnalyticImplicitGroup | Copyright Epic Games, Inc. All Rights Reserved. | |
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FCharacterGroundConstraintProxy | Proxy class to manage access to and syncing of character ground constraint data between the game thread and physics thread | |
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FClusterUnionChildData | ||
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FClusterUnionInitData | ||
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FClusterUnionPhysicsProxy | ||
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FClusterUnionSyncedData | Extra data that needs to be synced between the PT and GT for cluster unions. | |
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FConstraintProxy | ||
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FDamageCollector | The watcher collects runtime data about damage on each piece of the geometry collection | |
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FGeometryCollectionItemIndex | Index abstraction for HitResults this allows regular bones and internal clusters to be represented by a unique int32 index that can be passed to HitResults and in return understood by the geometry collection physics proxy | |
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FGeometryCollectionPhysicsProxy | Class to manage sharing data between the game thread and the simulation thread (which may not be different than the game thread) for a `FGeometryDynamicCollection_. | |
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FInitialState | ||
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FJointConstraintPhysicsProxy | ||
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FPerSolverFieldSystem | ||
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FPhysicsProxyKinematicUpdate | ||
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FRigidBodyHandle_External | ||
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FRigidBodyHandle_Internal | ||
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FRuntimeDataCollector | ||
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FSingleParticlePhysicsProxy | ||
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FSkeletalMeshPhysicsProxy | ||
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FSkeletalMeshPhysicsProxyInputs | ||
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FSkeletalMeshPhysicsProxyOutputs | ||
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FSkeletalMeshPhysicsProxyParams | Copyright Epic Games, Inc. All Rights Reserved. | |
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FStaticMeshPhysicsProxy | ||
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FStubGeometryCollectionData | ||
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FStubSkeletalMeshData | ||
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FSuspensionConstraintPhysicsProxy | ||
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TThreadedJointConstraintPhysicsProxyBase | Wrapper class that routes all reads and writes to the appropriate joint data. | |
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TThreadedSingleParticlePhysicsProxyBase | Wrapper class that routes all reads and writes to the appropriate particle data. |
Typedefs
Name | Description |
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FJointConstraintHandle_External | |
FJointConstraintHandle_Internal |
Functions
Type | Name | Description | |
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bool | Chaos::BuildFieldSamplePoints
(
PhysicsProxy* LocalProxy, |
Build the sample points positions and indices based on the resolution and filter type |
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void | Chaos::FieldIntegerParameterUpdate
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the particle handles integer parameters based on the field evaluation |
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void | Chaos::FieldScalarParameterUpdate
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the particle handles scalar parameters based on the field evaluation |
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void | Chaos::FieldVectorForceUpdate
(
Chaos::FPBDRigidsSolver* RigidSolver, |
|
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void | Chaos::FieldVectorParameterUpdate
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the particle handles vector parameters based on the field evaluation |
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void | Chaos::InitActivateDisabledResults
(
const TArray< Chaos::FGeometryParticleHandle* >& ParticleHandles, |
Init the enable/disable boolean array of the particle handles to be processed by the field |
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void | Chaos::InitDynamicStateResults
(
const TArray< Chaos::FGeometryParticleHandle* >& ParticleHandles, |
Init the dynamics state of the particle handles to be processed by the field |
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bool | Chaos::ReportDynamicStateResult
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Report the dynamic state result onto the handle |
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void | Chaos::SetParticleDynamicState
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Set the dynamic state of a particle handle |
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void | Chaos::UpdateMaterialDisableThreshold
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the handle disable linear and angular theshold |
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void | Chaos::UpdateMaterialSleepingThreshold
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the handle sleeping linear and angular theshold |
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void | Chaos::UpdateSolverParticlesState
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update all the clustered particles object state to static/kinematic if one of its children state has been changed to static/kinematic |