Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Physics > API/Runtime/Engine/Physics/ImmediatePhysics > API/Runtime/Engine/Physics/ImmediatePhysics/ImmediatePhysicsChaos
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h |
| Include | #include "Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h" |
Syntax
struct FSimulation
Remarks
Owns all the data associated with the simulation. Can be considered a single scene or world
Constructors
| Type | Name | Description | |
|---|---|---|---|
FSimulation () |
Destructors
| Type | Name | Description | |
|---|---|---|---|
~FSimulation () |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddToCollidingPairs
(
FActorHandle* ActorHandle |
Set up potential collisions between the actor and all other dynamic actors | |
| FActorHandle * | CreateActor
(
EActorType ActorType, |
||
| FActorHandle * | CreateDynamicActor
(
FBodyInstance* BodyInstance, |
Create a dynamic body and add it to the simulation | |
| FJointHandle * | CreateJoint
(
const Chaos::FPBDJointSettings& ConstraintSettings, |
Create a physical joint and add it to the simulation | |
| FJointHandle * | CreateJoint
(
FConstraintInstance* ConstraintInstance, |
Create a physical joint and add it to the simulation | |
| FActorHandle * | CreateKinematicActor
(
FBodyInstance* BodyInstance, |
Create a kinematic body and add it to the simulation | |
| FActorHandle * | CreateStaticActor
(
FBodyInstance* BodyInstance |
Create a static body and add it to the simulation | |
| void | DebugDraw () |
Explicit debug draw path if the use case needs it to happen at a point outside of the simulation | |
| void | DestroyActor
(
FActorHandle* ActorHandle |
||
| void | DestroyActorCollisions
(
FActorHandle* ActorHandle |
||
| void | DestroyJoint
(
FJointHandle* JointHandle |
||
| const FActorHandle * | GetActorHandle
(
int32 ActorHandleIndex |
||
| FActorHandle * | GetActorHandle
(
int32 ActorHandleIndex |
||
| void | InitSimulationSpace
(
const FTransform& Transform |
||
| int32 | NumActors () |
||
| void | SetIgnoreCollisionActors
(
const TArray< FActorHandle* >& InIgnoreCollisionActors |
Set bodies that require no collision | |
| void | SetIgnoreCollisionPairTable
(
const TArray< FIgnorePair >& InIgnoreCollisionPairTable |
Set pair of bodies to ignore collision for | |
| void | SetNumActiveBodies
(
int32 NumActiveBodies, |
Sets the number of active bodies. This number is reset any time a new simulated body is created | |
| void | SetSimulationSpaceSettings
(
const FReal Alpha, |
||
| void | SetSolverSettings
(
const FReal FixedDt, |
Set settings. Invalid (negative) values with leave that value unchanged from defaults | |
| void | Advance the simulation by DeltaTime | ||
| void | Simulate_AssumesLocked
(
FReal DeltaTime, |
||
| void | UpdateSimulationSpace
(
const FTransform& Transform, |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FIgnorePair | An array of actors to ignore. | ||
| FImplementation |