Name |
Description |
|
---|---|---|
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FActorCreationParams |
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FActorShape |
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FBlockAllQueryCallback |
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FBodyCollisionData |
Helper object to hold initialisation data for shapes |
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FBodyCollisionFilterData |
Helper struct holding physics body filter data during initialisation |
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FBodyCollisionFlags |
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FCCDContactModifyCallback |
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FCollisionShape |
Collision Shapes that supports Sphere, Capsule, Box, or Line |
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FContactModifyCallback |
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FDummyCallback |
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FDummyPhysActor |
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FDummyPhysType |
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FDynamicHitBuffer |
Todo(ocohen): remove all of this - it's not clear that we care about dynamic dispatch at this layer |
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FHitFlags |
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FLocationHit |
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FOverlapAllQueryCallback |
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FOverlapHit |
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FPhysicsOverlapInputAdapater |
We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical) |
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FPhysicsOverlapInputAdapater |
We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical) |
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FPhysicsRaycastInputAdapater |
We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical) |
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FPhysicsRaycastInputAdapater |
We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical) |
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FPhysicsSweepInputAdapater |
We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical) |
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FPhysicsSweepInputAdapater |
We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical) |
|
FPhysXAllocator |
PhysX memory allocator wrapper |
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FPhysXCountMemoryStream |
Utility wrapper for a PhysX output stream that only counts the memory. |
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FPhysXErrorCallback |
PhysX output stream wrapper |
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FPhysXOutputStream |
Utility wrapper for a uint8 TArray for saving into PhysX. |
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FPhysXShapeAdapter |
Adapts a FCollisionShape to a PxGeometry type, used for various queries. |
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FPhysxSharedData |
Utility class to keep track of shared physics data |
|
FQueryFlags |
|
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FQueryHit |
|
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FRaycastHit |
|
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FSingleHitBuffer |
|
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FSQCapture |
Allows us to capture a scene query with either physx or chaos and then load it into either format for testing purposes. |
|
FSQHitBuffer |
Stores the results of scene queries. |
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FSQSingleHitBuffer |
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FSweepHit |
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FTriIndices |
Vertex indices necessary to describe the vertices listed in TriMeshCollisionData. |
|
FTriMeshCollisionData |
Description of triangle mesh collision data necessary for cooking physics data. |
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ICollisionQueryFilterCallbackBase |
|
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IPhysicsCoreModule |
Physics Core module interface |
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IPhysXCooking |
IPhysXCooking, PhysX cooking and serialization abstraction |
|
IPhysXCookingModule |
Interface for PhysX format modules. |
|
UCollision2PGeom |
GEOM CONVERSION we need this helper struct since PhysX needs geoms to be on the stack |
Name |
Description |
|
---|---|---|
|
EChaosBufferMode |
|
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EChaosSolverTickMode |
|
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EChaosThreadingMode |
|
|
ECollisionQuery |
Type of query for object type or trace type Trace queries correspond to trace functions with TravelChannel/ResponseParams Object queries correspond to trace functions with Object types |
|
ECollisionQueryHitType |
Make sure this matches PxQueryHitType for HitTypeToPxQueryHitType to work |
|
ECollisionShape::Type |
Types of Collision Shapes that are used by Trace |
|
ECollisionShapeType |
|
|
EHitFlags |
Possible results from a scene query |
|
EPhysXCookingResult |
The result of a cooking operation. |
|
EPhysXMeshCookFlags |
|
|
EQueryFlags |
Name | Description | ||
---|---|---|---|
|
PxShapeFlags |
BuildPhysXShapeFlags ( |
|
|
CalcMeshNegScaleCompensation ( |
Util to determine whether to use NegX version of mesh, and what transform (rotation) to apply. |
|
|
ChaosInterface::FinishQueryHelper |
||
|
ChaosInterface::FinishQueryHelper ( |
||
|
Chaos::TGeom... |
ChaosInterface::GetActor ( |
|
|
HitType *... |
ChaosInterface::GetBlock ( |
|
|
float |
ChaosInterface::GetDistance ( |
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ChaosInterface::GetFlags ( |
||
|
ChaosInterface::GetGlobalPose ( |
||
|
ChaosInterface::GetHasBlock ( |
||
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ChaosInterface::GetInternalFaceIndex ( |
||
|
ChaosInterface::GetInvalidPhysicsFaceIndex() |
||
|
ChaosInterface::GetNormal ( |
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ChaosInterface::GetNumShapes ( |
||
|
ChaosInterface::GetPosition ( |
||
|
const Chaos:... |
ChaosInterface::GetShape ( |
|
|
ChaosInterface::GetShapes ( |
||
|
ChaosInterface::GetTriangleMeshExternalFaceIndex ( |
||
|
ECollisionSh... |
ChaosInterface::GetType ( |
|
|
ChaosInterface::HadInitialOverlap ( |
||
|
ChaosInterface::SetActor ( |
||
|
ChaosInterface::SetFlags ( |
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|
ChaosInterface::SetInternalFaceIndex |
||
|
ChaosInterface::SetShape ( |
||
|
PxTransform |
ConvertToPhysXCapsulePose ( |
Convert from unreal to physx capsule pose |
|
ConvertToPhysXCapsuleRot ( |
Convert from unreal to physx capsule rotation |
|
|
ConvertToUECapsuleRot ( |
Convert from physx to unreal capsule rotation |
|
|
ConvertToUECapsuleRot ( |
||
|
PxSceneDesc |
CreateDummyPhysXSceneDescriptor() |
|
|
FindFaceIndex ( |
Find the face index for a given hit. This gives us a chance to modify face index based on things like most opposing normal. |
|
|
IPhysXCookin... |
GetPhysXCookingModule ( |
|
|
GetPhysxObjectSize ( |
Returns the in-memory size of the specified object by serializing it. |
|
|
InitGamePhysCore() |
||
|
ModifyActorFlag ( |
||
|
ModifyActorFlag_Isolated ( |
||
|
ModifyFlag_Default ( |
||
|
ModifyRigidBodyFlag ( |
||
|
ModifyRigidBodyFlag_Isolated ( |
||
|
ModifyShapeFlag ( |
||
|
ModifyShapeFlag_Isolated ( |
||
|
constexpr bo... |
operator! ( |
|
|
constexpr EP... |
operator& ( |
|
|
operator& ( |
||
|
operator& |
||
|
EPhysXMeshCo... |
operator&= ( |
|
|
constexpr EP... |
operator^ ( |
|
|
EPhysXMeshCo... |
operator^= ( |
|
|
constexpr EP... |
operator| ( |
|
|
operator| ( |
||
|
operator| |
||
|
EPhysXMeshCo... |
operator|= ( |
|
|
constexpr EP... |
operator~ ( |
|
|
P2U4BaryCoord ( |
Convert PhysX Barycentric Vec3 to FVector4 |
|
|
ECollisionQu... |
P2UCollisionQueryHitType ( |
|
|
ECollisionSh... |
P2UCollisionShapeType ( |
|
|
FCollisionFi... |
P2UFilterData ( |
|
|
ECollisionSh... |
P2UGeometryType ( |
Convert PhysX Geometry Type to ECollisionShapeType |
|
P2UHitFlags ( |
||
|
P2UMatrix ( |
Convert PhysX PxMat44 to Unreal FMatrix |
|
|
P2UPlane ( |
Convert PhysX plane def to Unreal FPlane |
|
|
P2UPlane ( |
||
|
P2UQuat ( |
Convert PhysX PxQuat to Unreal FQuat |
|
|
P2UQueryFlags ( |
Copyright Epic Games, Inc. All Rights Reserved. |
|
|
P2UTransform ( |
Convert PhysX PxTransform to Unreal PxTransform |
|
|
P2UVector ( |
||
|
P2UVector ( |
Convert PhysX PxVec3 to Unreal FVector |
|
|
PxRigidActor... |
PhysXInterface::GetActor ( |
|
|
PxRigidActor... |
PhysXInterface::GetActor ( |
|
|
HitType *... |
PhysXInterface::GetBlock ( |
|
|
float |
PhysXInterface::GetDistance ( |
|
|
PhysXInterface::GetFlags ( |
||
|
ECollisionSh... |
PhysXInterface::GetGeometryType ( |
|
|
PxTransform |
PhysXInterface::GetGlobalPose ( |
|
|
float |
PhysXInterface::GetHalfHeight ( |
|
|
PhysXInterface::GetHasBlock ( |
||
|
PhysXInterface::GetInternalFaceIndex ( |
||
|
PhysXInterface::GetInvalidPhysicsFaceIndex() |
||
|
PxMaterial &... |
PhysXInterface::GetMaterialFromInternalFaceIndex ( |
|
|
PhysXInterface::GetNormal ( |
||
|
PhysXInterface::GetNumShapes ( |
||
|
PhysXInterface::GetPosition ( |
||
|
FCollisionFi... |
PhysXInterface::GetQueryFilterData ( |
|
|
float |
PhysXInterface::GetRadius ( |
|
|
PxShape *... |
PhysXInterface::GetShape ( |
|
|
PxShape *... |
PhysXInterface::GetShape ( |
|
|
PhysXInterface::GetShapes ( |
||
|
FCollisionFi... |
PhysXInterface::GetSimulationFilterData ( |
|
|
PhysXInterface::GetTriangleMeshExternalFaceIndex ( |
||
|
ECollisionSh... |
PhysXInterface::GetType ( |
|
|
PhysXInterface::HadInitialOverlap ( |
||
|
PhysXInterface::IsInvalidFaceIndex ( |
||
|
PhysXInterface::SetActor ( |
||
|
PhysXInterface::SetFlags ( |
||
|
PhysXInterface::SetInternalFaceIndex ( |
||
|
PhysXInterface::SetShape ( |
||
|
PTransform2UMatrix ( |
Convert PhysX PxTransform to Unreal FMatrix |
|
|
PvdConnect |
||
|
TUniquePtr< ... |
PxShapeToChaosGeom ( |
Convert physx shape to chaos geometry - must be inline because of unique ptr crossing dlls |
|
SetupNonUniformHelper |
||
|
TermGamePhysCore() |
||
|
PxQueryHitTy... |
U2PCollisionQueryHitType ( |
|
|
PxGeometryTy... |
U2PCollisionShapeType ( |
|
|
PxFilterData |
U2PFilterData ( |
|
|
PxGeometryTy... |
U2PGeometryType ( |
Convert ECollisionShapeType to PhysX Geometry Type |
|
PxHitFlags |
U2PHitFlags ( |
|
|
PxMat44 |
U2PMatrix ( |
Convert Unreal FMatrix to PhysX PxMat44 |
|
PxPlane |
U2PPlane ( |
Convert Unreal FPlane to PhysX plane def |
|
PxQuat |
U2PQuat ( |
Convert Unreal FQuat to PhysX PxQuat |
|
PxQueryFlags |
U2PQueryFlags ( |
|
|
PxTransform |
U2PTransform ( |
Convert Unreal FTransform to PhysX PxTransform |
|
PxVec4 |
U2PVector ( |
|
|
PxVec3 |
U2PVector ( |
Convert Unreal FVector to PhysX PxVec3 |
|
PxTransform |
UMatrix2PTransform ( |
Convert Unreal FMatrix to PhysX PxTransform |
Name | Description | ||
---|---|---|---|
|
CVarToleranceScaleLength |
||
|
CVarToleranceScaleSpeed |
||
|
nvidia::apex::P... |
GPhysX3Interface |
The default interface is nullptr. This can be set by other modules to get custom behavior |
|
GPhysXAllocator |
Pointer to PhysX allocator |
|
|
physx::PxFounda... |
GPhysXFoundation |
Pointer to PhysX Foundation singleton |
|
GPhysXHackCurrentLoopCounter |
||
|
physx::PxPhysic... |
GPhysXSDK |
Pointer to PhysX SDK object |
|
PxPvd * |
GPhysXVisualDebugger |
Pointer to PhysX debugger |