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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/TBoundingVolume
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Chaos/BoundingVolume.h | |||
TBoundingVolume
(
TBoundingVolume< TPayloadType, T, d >&& Other |
Chaos/BoundingVolume.h | ||
TBoundingVolume
(
const TBoundingVolume< TPayloadType, T, d >& Other |
Needed for tree of grids, should we have a more explicit way to copy an array of BVs to avoid this being public? | Chaos/BoundingVolume.h | |
TBoundingVolume
(
const ParticleView& Particles, |
Chaos/BoundingVolume.h |
TBoundingVolume()
| Name | TBoundingVolume |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/BoundingVolume.h |
| Include Path | #include "Chaos/BoundingVolume.h" |
TBoundingVolume()
TBoundingVolume(TBoundingVolume< TPayloadType, T, d > &&)
| Name | TBoundingVolume |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/BoundingVolume.h |
| Include Path | #include "Chaos/BoundingVolume.h" |
TBoundingVolume
(
TBoundingVolume < TPayloadType, T, d > && Other
)
TBoundingVolume(const TBoundingVolume< TPayloadType, T, d > &)
Description
Needed for tree of grids, should we have a more explicit way to copy an array of BVs to avoid this being public?
| Name | TBoundingVolume |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/BoundingVolume.h |
| Include Path | #include "Chaos/BoundingVolume.h" |
TBoundingVolume
(
const TBoundingVolume < TPayloadType, T, d > & Other
)
TBoundingVolume(const ParticleView &, const bool, const T, const int32, const T)
| Name | TBoundingVolume |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/BoundingVolume.h |
| Include Path | #include "Chaos/BoundingVolume.h" |
template<typename ParticleView>
TBoundingVolume
(
const ParticleView & Particles,
const bool bUseVelocity,
const T Dt,
const int32 MaxCells,
const T InMaxPayloadBounds
)