FSQHitBuffer

Stores the results of scene queries.

Windows
MacOS
Linux

Inheritance Hierarchy

FSQHitBuffer

FSQSingleHitBuffer

References

Module

PhysicsCore

Header

/Engine/Source/Runtime/PhysicsCore/Public/ChaosSQTypes.h

Include

#include "ChaosSQTypes.h"

Syntax

template<typename HitType>
class FSQHitBuffer

Remarks

Stores the results of scene queries. This can be passed around to multiple SQAccelerators and is responsible for sorting the results and pruning based on blocking. IncFlushCount / DecFlushCount is used to ensure any final sort / pruning operation is done when all SQAccelerators are finished. If you are passing this into multiple accelerators you should call IncFlushCount / DecFlushCount yourself as otherwise each accelerator will trigger its own sort / prune.

Constructors

Name Description

Public function

FSQHitBuffer

(
    bool bSingle
)

Destructors

Name Description

Public function Virtual

~FSQHitBuffer()

Functions

Name Description

Public function

void

 

AddTouchingHit

(
    const HitType& InTouchingHit
)

Public function

void

 

DecFlushCount()

Public function

HitType *...

 

GetBlock()

Public function Const

const HitTyp...

 

GetBlock()

Public function

HitType *...

 

GetHits()

Public function Const

const HitTyp...

 

GetHits()

Public function Const

int32

 

GetNumHits()

Public function Const

bool

 

HasBlockingHit()

Public function Const

bool

 

HasHit()

Public function

void

 

IncFlushCount()

Called.

Public function

void

 

InsertHit

(
    const HitType& Hit,
    bool bBlocking
)

Does not do any distance verification. This is up to the SQ code to manage

Public function

void

 

SetBlockingHit

(
    const HitType& InBlockingHit
)

Public function Const

bool

 

WantsSingleResult()

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