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void
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AddCollisionConstraintFlag
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void
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AddForce
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void
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AddTorque
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T &
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AngularEtherDrag()
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T
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AngularEtherDrag()
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const TVecto...
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AngularImpulse()
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TVector< T, ...
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AngularImpulse()
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bool
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CCDEnabled()
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const TVecto...
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CenterOfMass()
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void
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ClearCollisionConstraintFlag()
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uint32
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CollisionConstraintFlag()
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int32 &
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CollisionGroup()
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int32
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CollisionGroup()
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TUniquePtr< ...
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CollisionParticles()
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const TUniqu...
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CollisionParticles()
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void
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CollisionParticlesInitIfNeeded()
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int32
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CollisionParticlesSize()
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TUniquePtr< ...
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CreateParticleHandle
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bool
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Disabled()
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bool &
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Disabled()
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TVector< T, ...
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F()
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const TVecto...
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F()
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bool
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GravityEnabled()
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TPBDRigidPar...
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Handle()
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const TPBDRi...
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Handle()
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Really only useful when using a transient handle.
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bool
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HasCollisionConstraintFlag
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PMatrix< T, ...
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I()
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const PMatri...
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I()
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PMatrix< T, ...
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InvI()
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const PMatri...
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InvI()
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T &
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InvM()
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T
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InvM()
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int32
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Island()
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int32 &
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Island()
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T
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LinearEtherDrag()
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T &
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LinearEtherDrag()
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const TVecto...
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LinearImpulse()
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TVector< T, ...
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LinearImpulse()
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T
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M()
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T &
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M()
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EObjectState...
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ObjectState()
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bool
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OneWayInteraction()
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TVector< T, ...
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P()
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const TVecto...
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P()
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EObjectState...
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PreObjectState()
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TVector< T, ...
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PreV()
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const TVecto...
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PreV()
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TVector< T, ...
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PreW()
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const TVecto...
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PreW()
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TRotation< T...
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Q()
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const TRotat...
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Q()
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void
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RemoveCollisionConstraintFlag
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void
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ResetSmoothedVelocities()
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void
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ResetVSmoothFromForces()
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Resets VSmooth value to something plausible based on external forces to prevent object from going back to sleep if it was just impulsed.
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EResimType
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ResimType()
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const TRotat...
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RotationOfMass()
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void
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SetAngularEtherDrag
( const T& InAngularEtherDrag )
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void
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SetAngularImpulse
( const TVector< T, d >& InAngularIm..., bool bInvalidate )
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void
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SetCCDEnabled
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void
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SetCenterOfMass
( const TVector< T, d >& InCenterOfM..., bool bInvalidate )
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void
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SetCollisionGroup
( const int32 InCollisionGroup )
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void
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SetCollisionParticles
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void
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SetDisabled
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void
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SetDisabledLowLevel
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See Comment on TRigidParticle::SetDisabledLowLevel. State changes in Evolution should accompany this call.
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void
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SetDynamicMisc
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void
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SetDynamics
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void
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SetF
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void
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SetGravityEnabled
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void
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SetI
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void
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SetInvI
( const PMatrix< T, d, d >& InInvI )
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void
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SetInvM
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void
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SetIsland
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void
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SetLinearEtherDrag
( const T& InLinearEtherDrag )
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void
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SetLinearImpulse
( const TVector< T, d >& InLinearImp..., bool bInvalidate )
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void
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SetM
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void
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SetMassProps
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void
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SetObjectStateLowLevel
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void
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SetOneWayInteraction
( bool bInOneWayInteraction )
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void
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SetP
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void
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SetPreObjectStateLowLevel
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void
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SetPreV
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void
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SetPreW
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void
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SetQ
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void
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SetResimType
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void
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SetRotationOfMass
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void
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SetSleeping
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void
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SetToBeRemovedOnFracture
( const bool bToBeRemovedOnFracture )
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void
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SetTorque
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void
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SetVSmooth
( const TVector< T, d >& InVSmooth )
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void
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SetWSmooth
( const TVector< T, d >& InWSmooth )
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|
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bool
|
Sleeping()
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|
constexpr EP...
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StaticType()
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|
|
bool
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ToBeRemovedOnFracture()
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|
bool &
|
ToBeRemovedOnFracture()
|
|
|
const TVecto...
|
Torque()
|
|
|
TVector< T, ...
|
Torque()
|
|
|
TSerializabl...
|
ToSerializable()
|
|
|
const TVecto...
|
VSmooth()
|
|
|
TVector< T, ...
|
VSmooth()
|
|
|
const TVecto...
|
WSmooth()
|
|
|
TVector< T, ...
|
WSmooth()
|
|