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| IPhysicsProxyBase
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Module |
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Header |
/Engine/Source/Runtime/Experimental/Chaos/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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DisableParticles |
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EndFrameCallback ( |
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FieldForcesUpdateCallback ( |
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FieldParameterUpdateCallback ( |
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FlipBuffer() |
Does nothing as `BufferPhysicsResults()_ already did this. |
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const FGeome... |
GetConsumerResultsGT() |
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TManagedArra... |
GetExternalParticles() |
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GetFilteredParticleHandles ( |
Get all the geometry collection particle handles filtered by object state |
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GetIsObjectDynamic() |
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const TArray... |
GetParticles() |
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FGeometryDyn... |
GetPhysicsCollection() |
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GetRelevantParticleHandles ( |
Get all the geometry collection particle handles based on the processing resolution |
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FSimulationP... |
GetSimParameters() |
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const FSimul... |
GetSimParameters() |
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GetSolverClusterHandles() |
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GetSolverParticleHandles() |
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GetTransformGroupIndexFromHandle ( |
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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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PullFromPhysicsState ( |
Pulls data out of the PhysToGameInterchange and updates `GTDynamicCollection_. |
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PushStateOnGameThread ( |
Push data from the game thread to the physics thread |
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PushToPhysicsState() |
Apply the state changes on the physics thread |
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Reset() |
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SetClusteredParticleKinematicTarget ( |
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SetCollisionParticlesPerObjectFraction ( |
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SetWorldTransform ( |
Set the world transform ( this needs to be called on the game thread ) |
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StartFrameCallback ( |
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SyncBeforeDestroy() |
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UpdateKinematicBodiesCallback ( |
Name | Description | ||
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void * |
GetHandleUnsafe() |
Implemented so we can construct TAccelerationStructureHandle. |
Name |
Description |
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Base |
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FClusterHandle |
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FParticleHandle |
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FSimplicial |