| IPhysicsProxyBase
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Module |
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Header |
/Engine/Source/Runtime/Experimental/ChaosSolvers/Public/PhysicsProxy/FieldSystemPhysicsProxy.h |
Include |
#include "PhysicsProxy/FieldSystemPhysicsProxy.h" |
class FFieldSystemPhysicsProxy : public TPhysicsProxy< FFieldSystemPhysicsProxy, FStubFieldData >
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FFieldSystemPhysicsProxy() |
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FFieldSystemPhysicsProxy ( |
Name | Description | |
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~FFieldSystemPhysicsProxy() |
Name | Description | ||
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AddForceCallback ( |
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BindParticleCallbackMapping |
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BufferCommand ( |
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BufferPhysicsResults() |
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ClearAccumulatedData() |
Called by FPBDRigidsSolver::PushPhysicsState() on game thread. |
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EPhysicsProx... |
ConcreteType() |
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CreateRigidBodyCallback ( |
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DisableCollisionsCallback |
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EndFrameCallback ( |
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FieldForcesUpdateCallback ( |
Services queued `FFieldSystemCommand_ commands. |
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FieldParameterUpdateCallback ( |
Services queued `FFieldSystemCommand_ commands. |
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FlipBuffer() |
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GetParticleHandles ( |
Generates a mapping between the Position array and the results array. |
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Initialize() |
Called by FPBDRigidsSolver::RegisterObject(FFieldSystemPhysicsProxy*) |
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IsDirty() |
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IsSimulating() |
Callbacks. |
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Chaos::FPart... |
NewData() |
Called by FPBDRigidsSolver::PushPhysicsState() on game thread. |
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OnRemoveFromScene() |
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ParameterUpdateCallback ( |
Inactive Callbacks. |
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PullFromPhysicsState() |
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PushToPhysicsState ( |
Called by FPBDRigidsSolver::PushPhysicsState() on physics thread. |
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StartFrameCallback ( |
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SyncBeforeDestroy() |
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UpdateKinematicBodiesCallback ( |
Name |
Description |
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Base |