| IPhysicsProxyBase
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Module |
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Header |
/Engine/Source/Runtime/Experimental/ChaosSolvers/Public/PhysicsProxy/GeometryCollectionPhysicsProxy.h |
Include |
#include "PhysicsProxy/GeometryCollectionPhysicsProxy.h" |
class FGeometryCollectionPhysicsProxy : public TPhysicsProxy< FGeometryCollectionPhysicsProxy, FStubGeometryCollectionData >
Class to manage sharing data between the game thread and the simulation thread (which may not be different than the game thread) for a `FGeometryDynamicCollection_.
Name | Description | |
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FGeometryCollectionPhysicsProxy() |
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FGeometryCollectionPhysicsProxy ( |
`InOwner_`InDynamicCollection_ game thread owned geometry collection. |
Name | Description | |
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~FGeometryCollectionPhysicsProxy() |
Name | Description | ||
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AddForceCallback ( |
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BindParticleCallbackMapping |
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BufferCommand ( |
Enqueue a field |
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BufferGameState() |
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BufferPhysicsResults() |
Push physics state into the `PhysToGameInterchange_. |
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Chaos::TPBDR... |
BuildClusters ( |
Build a physics thread cluster parent particle. |
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CalculateHierarchyLevel ( |
Traverses the parents of |
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ClearAccumulatedData() |
Called at the end of `FPBDRigidsSolver::PushPhysicsStateExec()_. |
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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 ( |
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FlipBuffer() |
Does nothing as `BufferPhysicsResults()_ already did this. |
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const FGeome... |
GetConsumerResultsGT() |
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GetRelevantHandles ( |
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GetSolverClusterHandles() |
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GetSolverParticleHandles() |
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Initialize() |
Construct `PTDynamicCollection_, copying attributes from the game thread, and prepare for simulation. |
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InitializeBodiesPT ( |
Finish initialization on the physics thread. |
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InitializeDynamicCollection ( |
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InitializeRemoveOnFracture ( |
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InitializeSharedCollisionStructures ( |
NOTE - Making any changes to data stored on the rest collection below MUST be accompanied by a rotation of the DDC key in FDerivedDataGeometryCollectionCooker::GetVersionString |
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InitRemoveOnFracture ( |
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IsDirty() |
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IsGTCollectionDirty() |
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IsSimulating() |
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Chaos::FPart... |
NewData() |
Pushes current game thread particle state into the `GameToPhysInterchange_. |
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OnRemoveFromScene() |
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OnRemoveFromSolver ( |
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ParameterUpdateCallback ( |
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ProcessCommands ( |
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PullFromPhysicsState() |
Pulls data out of the PhysToGameInterchange and updates `GTDynamicCollection_. |
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PushKinematicStateToSolver ( |
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PushToPhysicsState ( |
Push game data to the physics thread. |
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Reset() |
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SetCollisionParticlesPerObjectFraction ( |
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StartFrameCallback ( |
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SyncBeforeDestroy() |
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UpdateKinematicBodiesCallback ( |
Name |
Description |
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Base |
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FCacheSyncFunc |
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FClusterHandle |
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FFinalSyncFunc |
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FInitFunc |
Proxy publics |
FParticleHandle |
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FSimplicial |