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Run through a list of particle pairs and pass them onto the collision detector if their AABBs overlap. In addition, collide all particles in ParticlesA with all particles in ParticlesB.
No spatial acceleration, and the order is assumed to be already optimized for cache efficiency.
Name
FBasicBroadPhase
Type
class
Header File
/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/BasicBroadPhase.h
Include Path
#include "Chaos/Collision/BasicBroadPhase.h"
Syntax
class FBasicBroadPhase
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Constructors
Name
Remarks
Include Path
Unreal Specifiers
FBasicBroadPhase
(
const TArray < FParticlePair >* InParticlePairs,
const TArray < FParticleHandle* >* InParticlesA,
const TArray < FParticleHandle* >* InParticlesB
)
Chaos/Collision/BasicBroadPhase.h
Typedefs
Name
Type
Remarks
Include Path
FAABB
FAABB3
Chaos/Collision/BasicBroadPhase.h
FParticleHandle
TGeometryParticleHandle< FReal, 3 >
Chaos/Collision/BasicBroadPhase.h
Variables
Protected
Name
Type
Remarks
Include Path
Unreal Specifiers
ParticlePairs
const TArray < FParticlePair > *
Chaos/Collision/BasicBroadPhase.h
ParticlesA
const TArray < FParticleHandle * > *
Chaos/Collision/BasicBroadPhase.h
ParticlesB
const TArray < FParticleHandle * > *
Chaos/Collision/BasicBroadPhase.h
Functions
Public