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API > API/Runtime > API/Runtime/Chaos
Classes
| Type | Name | Description | |
|---|---|---|---|
| FAnalyticImplicitGroup | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FCharacterGroundConstraintProxy | Proxy class to manage access to and syncing of character ground constraint data between the game thread and physics thread | ||
| FClusterUnionChildData | |||
| FClusterUnionInitData | |||
| FClusterUnionPhysicsProxy | |||
| FClusterUnionSyncedData | Extra data that needs to be synced between the PT and GT for cluster unions. | ||
| FConstraintProxy | |||
| FDamageCollector | The watcher collects runtime data about damage on each piece of the geometry collection | ||
| 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 | ||
| 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_. | ||
| FInitialState | |||
| FJointConstraintPhysicsProxy | |||
| FPerSolverFieldSystem | |||
| FPhysicsProxyKinematicUpdate | |||
| FRigidBodyHandle_External | |||
| FRigidBodyHandle_Internal | |||
| FRuntimeDataCollector | |||
| FSingleParticlePhysicsProxy | |||
| FSkeletalMeshPhysicsProxy | |||
| FSkeletalMeshPhysicsProxyInputs | |||
| FSkeletalMeshPhysicsProxyOutputs | |||
| FSkeletalMeshPhysicsProxyParams | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FStaticMeshPhysicsProxy | |||
| FStubGeometryCollectionData | |||
| FStubSkeletalMeshData | |||
| FSuspensionConstraintPhysicsProxy | |||
| TThreadedJointConstraintPhysicsProxyBase | Wrapper class that routes all reads and writes to the appropriate joint data. | ||
| TThreadedSingleParticlePhysicsProxyBase | Wrapper class that routes all reads and writes to the appropriate particle data. |
Typedefs
| Name | Description |
|---|---|
| FJointConstraintHandle_External | |
| FJointConstraintHandle_Internal |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Chaos::BuildFieldSamplePoints
(
PhysicsProxy* LocalProxy, |
Build the sample points positions and indices based on the resolution and filter type | |
| void | Chaos::FieldIntegerParameterUpdate
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the particle handles integer parameters based on the field evaluation | |
| void | Chaos::FieldScalarParameterUpdate
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the particle handles scalar parameters based on the field evaluation | |
| void | Chaos::FieldVectorForceUpdate
(
Chaos::FPBDRigidsSolver* RigidSolver, |
||
| void | Chaos::FieldVectorParameterUpdate
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the particle handles vector parameters based on the field evaluation | |
| void | Chaos::InitActivateDisabledResults
(
const TArray< Chaos::FGeometryParticleHandle* >& ParticleHandles, |
Init the enable/disable boolean array of the particle handles to be processed by the field | |
| void | Chaos::InitDynamicStateResults
(
const TArray< Chaos::FGeometryParticleHandle* >& ParticleHandles, |
Init the dynamics state of the particle handles to be processed by the field | |
| bool | Chaos::ReportDynamicStateResult
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Report the dynamic state result onto the handle | |
| void | Chaos::SetParticleDynamicState
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Set the dynamic state of a particle handle | |
| void | Chaos::UpdateMaterialDisableThreshold
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the handle disable linear and angular theshold | |
| void | Chaos::UpdateMaterialSleepingThreshold
(
Chaos::FPBDRigidsSolver* RigidSolver, |
Update the handle sleeping linear and angular theshold | |
| 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 |