PhysicsProxy

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Linux

Classes

Name

Description

Public class

FAnalyticImplicitGroup

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FConstraintProxy

Public class

FGeometryCollectionPhysicsProxy

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_.

Public class

FInitialState

Public class

FJointConstraintPhysicsProxy

Public class

FPerSolverFieldSystem

Public struct

FPhysicsProxyKinematicUpdate

Public class

FRigidBodyHandle_External

Public class

FRigidBodyHandle_Internal

Public class

FSingleParticlePhysicsProxy

Public class

FSkeletalMeshPhysicsProxy

Public struct

FSkeletalMeshPhysicsProxyInputs

Public struct

FSkeletalMeshPhysicsProxyOutputs

Public struct

FSkeletalMeshPhysicsProxyParams

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FStaticMeshPhysicsProxy

Public class

FStubGeometryCollectionData

Public struct

FStubSkeletalMeshData

Public class

FSuspensionConstraintPhysicsProxy

Public class

TThreadedSingleParticlePhysicsProxyBase

Wrapper class that routes all reads and writes to the appropriate particle data.

Typedefs

Name

Description

FJointConstraintProxy

Enums

Name

Description

Public enum

EFieldCommandResultType

Enum to specify on whjich array the intermediate fields results are going to be stored

Functions

Name Description

Public function

void

 

BuildSimulationData

(
    Chaos::FErrorReporter& ErrorReport...,
    FGeometryCollection& GeometryColle...,
    const FSharedSimulationParameters&...
)

Public function

bool

 

Chaos::BuildFieldSamplePoints

(
    PhysicsProxy* LocalProxy,
    Chaos::FPBDRigidsSolver* Rigid...,
    const FFieldSystemCommand& FieldCo...,
    TArray< Chaos::FGeometryParticleHan...,
    TArray< FVector >& SamplePositions,
    TArray< FFieldContextIndex >& Samp...,
    EFieldResolutionType& PrevResoluti...,
    EFieldFilterType& PrevFilterType
)

Build the sample points positions and indices based on the resolution and filter type

Public function

void

 

Chaos::FieldIntegerParameterUpdate

(
    Chaos::FPBDRigidsSolver* Rigid...,
    const FFieldSystemCommand& FieldCo...,
    TArray< Chaos::FGeometryParticleHan...,
    FFieldContext& FieldContext,
    TArray< int32 >& CommandsToRemove,
    Chaos::FPBDPositionConstraints& Po...,
    TMap< int32, int32 >& TargetedPart...,
    const int32 CommandIndex
)

Update the particle handles integer parameters based on the field evaluation

Public function

void

 

Chaos::FieldScalarParameterUpdate

(
    Chaos::FPBDRigidsSolver* Rigid...,
    const FFieldSystemCommand& FieldCo...,
    TArray< Chaos::FGeometryParticleHan...,
    FFieldContext& FieldContext,
    TArray< int32 >& CommandsToRemove,
    Chaos::FPBDPositionConstraints& Po...,
    TMap< int32, int32 >& TargetedPart...,
    const int32 CommandIndex
)

Update the particle handles scalar parameters based on the field evaluation

Public function

void

 

Chaos::FieldVectorForceUpdate

(
    Chaos::FPBDRigidsSolver* Rigid...,
    const FFieldSystemCommand& FieldCo...,
    TArray< Chaos::FGeometryParticleHan...,
    FFieldContext& FieldContext,
    TArray< int32 >& CommandsToRemove,
    const int32 CommandIndex
)

Public function

void

 

Chaos::FieldVectorParameterUpdate

(
    Chaos::FPBDRigidsSolver* Rigid...,
    const FFieldSystemCommand& FieldCo...,
    TArray< Chaos::FGeometryParticleHan...,
    FFieldContext& FieldContext,
    TArray< int32 >& CommandsToRemove,
    Chaos::FPBDPositionConstraints& Po...,
    TMap< int32, int32 >& TargetedPart...,
    const int32 CommandIndex
)

Update the particle handles vector parameters based on the field evaluation

Public function

void

 

Chaos::InitActivateDisabledResults

(
    const TArray< Chaos::FGeometryParti...,
    FFieldContext& FieldContext,
    TArray< int32 >& LocalResults
)

Init the enable/disable boolean array of the particle handles to be processed by the field

Public function

void

 

Chaos::InitDynamicStateResults

(
    const TArray< Chaos::FGeometryParti...,
    FFieldContext& FieldContext,
    TArray< int32 >& LocalResults
)

Init the dynamics state of the particle handles to be processed by the field

Public function

bool

 

Chaos::ReportDynamicStateResult

(
    Chaos::FPBDRigidsSolver* Rigid...,
    const Chaos::EObjectStateType Field...,
    Chaos::FPBDRigidParticleHandle*...,
    const bool HasInitialLinearVelocity,
    const Chaos::FVec3& InitialLinearV...,
    const bool HasInitialAngularVelocit...,
    const Chaos::FVec3& InitialAngular...
)

Report the dynamic state result onto the handle

Public function

void

 

Chaos::SetParticleDynamicState

(
    Chaos::FPBDRigidsSolver* Rigid...,
    const Chaos::EObjectStateType Field...,
    Chaos::FPBDRigidParticleHandle*...
)

Set the dynamic state of a particle handle

Public function

void

 

Chaos::UpdateMaterialDisableThreshold

(
    Chaos::FPBDRigidsSolver* Rigid...,
    Chaos::FPBDRigidParticleHandle*...,
    const float ResultThreshold
)

Update the handle disable linear and angular theshold

Public function

void

 

Chaos::UpdateMaterialSleepingThreshold

(
    Chaos::FPBDRigidsSolver* Rigid...,
    Chaos::FPBDRigidParticleHandle*...,
    const float ResultThreshold
)

Update the handle sleeping linear and angular theshold

Public function

void

 

Chaos::UpdateSolverBreakingModel

Update the solver breaking model based on external strain

Public function

void

 

Chaos::UpdateSolverParticlesState

(
    Chaos::FPBDRigidsSolver* Rigid...,
    const bool bHasStateChanged
)

Update all the clustered particles object state to static/kinematic if one of its children state has been changed to static/kinematic

Public function

Chaos::FTria...

 

CreateTriangleMesh

(
    const int32 FaceStart,
    const int32 FaceCount,
    const TManagedArray< bool >& Visib...,
    const TManagedArray< FIntVector >&...,
    bool bRotateWinding
)

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