TAABBTreeLeafArray

Windows
MacOS
Linux

Inheritance Hierarchy

TBoundsWrapperHelper

TAABBTreeLeafArray

References

Module

Chaos

Header

/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/AABBTree.h

Include

#include "Chaos/AABBTree.h"

Syntax

template<typename TPayloadType, typename T, bool bComputeBounds>
struct TAABBTreeLeafArray : public Chaos::TBoundsWrapperHelper< TPayloadType, T, bComputeBounds >

Variables

Name Description

Public variable

TAABB < T, 3 >

 

Bounds

Public variable

TArray < TPayloa ...

 

Elems

Constructors

Name Description

Public function

TAABBTreeLeafArray()

Public function

TAABBTreeLeafArray

(
    const TArray < TPayloadBoundsElement ...
)

Todo: avoid copy?

Functions

Name Description

Public function

void

 

GatherElements

(
    TArray < TPayloadBoundsElement < TPay...
)

Public function Const

const TAABB <...

 

GetBounds()

Public function Const

SIZE_T

 

GetReserveCount()

Public function Const

bool

 

OverlapFast

(
    const TAABB < T, 3 >& QueryBounds,
    TSQVisitor& Visitor
)

Public function Const

bool

 

RaycastFast

(
    const TVector < T, 3 >& Start,
    TQueryFastData& QueryFastData,
    TSQVisitor& Visitor
)

Public function Const

bool

 

RaycastSweepImp

(
    const TVector < T, 3 >& Start,
    TQueryFastData& QueryFastData,
    const TVector < T, 3 >& QueryHalfEx...,
    TSQVisitor& Visitor
)

Public function

void

 

RemoveElement

(
    TPayloadType Payload
)

Public function

void

 

Serialize

(
    FChaosArchive & Ar
)

Public function Const

bool

 

SweepFast

(
    const TVector < T, 3 >& Start,
    TQueryFastData& QueryFastData,
    const TVector < T, 3 >& QueryHalfEx...,
    TSQVisitor& Visitor
)

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback