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Handle associated with a physics actor. This is the proper way to read/write to the physics simulation
| Name | FActorHandle |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h |
| Include Path | #include "Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h" |
Syntax
struct FActorHandle
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorHandle
(
Chaos::FPBDRigidsSOAs& InParticles, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FActorHandle() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Level | int32 | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
| Name | FName | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
| ParticleHandle | Chaos::FGeometryParticleHandle * | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
| ParticlePrevRs | Chaos::TArrayCollectionArray< Chaos::FRotation3 > & | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
| ParticlePrevXs | Chaos::TArrayCollectionArray< Chaos::FVec3 > & | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
| Particles | Chaos::FPBDRigidsSOAs & | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddForce
(
const FVector& Force |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
void AddImpulseAtLocation
(
FVector Impulse, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
void AddRadialForce
(
const FVector& Origin, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
void AddTorque
(
const FVector& Torque |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
bool CouldBeDynamic() |
Returns true the body is or could be dynamic (i.e. currently simulated, or a rigid body that is currently kinematic) | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FReal GetAngularDamping() |
Get the angular damping | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FVector GetAngularVelocity() |
Get the angular velocity | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
bool GetEnabled() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
bool GetHasCollision() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
FVector GetInertia() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
FVector GetInverseInertia() |
Get the inverse inertia. Mass-space inverse inertia diagonal vector | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FReal GetInverseMass() |
Get the inverse mass. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
bool GetIsKinematic() |
Is the actor kinematic | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
const FKinematicTarget & GetKinematicTarget () |
Gets the kinematic target (next transform) for the actor if one is set (check HasKinematicTarget() to see if a target is available) | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
int32 GetLevel() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
FReal GetLinearDamping() |
Get the linear damping | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FVector GetLinearVelocity() |
Get the linear velocity | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FVector GetLocalCoMLocation() |
Get the actor-space centre of mass offset (location only) | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FTransform GetLocalCoMTransform() |
Get the actor-space centre of mass offset | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FReal GetMass() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
FReal GetMaxAngularVelocitySquared() |
Get the max angular velocity squared | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FReal GetMaxContactImpulse() |
Get the max contact impulse | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FReal GetMaxDepenetrationVelocity() |
Get the max depenetration velocity | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
FReal GetMaxLinearVelocitySquared() |
Get the max linear velocity squared | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
const FName & GetName() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
const Chaos::FGeometryParticleHandle * GetParticle () |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
Chaos::FGeometryParticleHandle * GetParticle () |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
FTransform GetWorldTransform() |
Get the world transform | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
bool HasKinematicTarget() |
Does this actor have a kinematic target (next kinematic transform to be applied) | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void InitWorldTransform
(
const FTransform& WorldTM |
Sets the world transform, zeroes velocity, etc. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
bool IsGravityEnabled() |
Returns true if the world gravity applies to this actor | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
bool IsSimulated() |
Whether the body is simulating | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetAngularDamping
(
FReal NewAngularDamping |
Set the angular damping | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetAngularVelocity
(
const FVector& NewAngularVelocity |
Set the angular velocity | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetEnabled
(
bool bEnabled |
Note that this will not update the colliding pairs in the simulation, so better to change the kinematic state there. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetGravityEnabled
(
bool bEnable |
Sets whether world gravity should apply to this actor, assuming it is dynamic | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetHasCollision
(
bool bHasCollision |
Note that this will not update the colliding pairs in the simulation, so better to change the kinematic state there. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetInverseInertia
(
const FVector& NewInverseInertia |
Set the inverse inertia. Mass-space inverse inertia diagonal vector | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetInverseMass
(
FReal NewInverseMass |
Set the inverse mass. 0 indicates kinematic object | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
bool SetIsKinematic
(
bool bKinematic |
Normally used to modify a EParticleType::Rigid between kinematic and dynamic. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetKinematicTarget
(
const FTransform& WorldTM |
Sets the kinematic target. This will affect velocities as expected | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetLevel
(
int32 InLevel |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
void SetLinearDamping
(
FReal NewLinearDamping |
Set the linear damping | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetLinearVelocity
(
const FVector& NewLinearVelocity |
Set the linear velocity | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetMaxAngularVelocitySquared
(
FReal NewMaxAngularVelocitySquared |
Set the max angular velocity squared | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetMaxContactImpulse
(
FReal NewMaxContactImpulse |
Set the max contact impulse | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetMaxDepenetrationVelocity
(
FReal NewMaxDepenetrationVelocity |
Set the max depenetration velocity | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetMaxLinearVelocitySquared
(
FReal NewMaxLinearVelocitySquared |
Set the max linear velocity squared | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | |
void SetName
(
const FName& InName |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h | ||
void SetWorldTransform
(
const FTransform& WorldTM |
Sets the world transform, maintains velocity etc. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h |