TPBDRigidParticleData

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Chaos

Header

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

Include

#include "Chaos/ParticleHandle.h"

Syntax

template<typename T, int d>
class TPBDRigidParticleData : public Chaos::TKinematicGeometryParticleData< T, d >

Variables

Name Description

Public variable

T

 

MAngularEtherDrag

Public variable

TVector < T, d >

 

MAngularImpulse

Public variable

int32

 

MCollisionGroup

Public variable

const TBVHParti ...

 

MCollisionParticles

Public variable

bool

 

MDisabled

Public variable

TVector < T, d >

 

MF

Public variable

bool

 

MGravityEnabled

Public variable

PMatrix < T, d, ...

 

MI

Public variable

bool

 

MInitialized

Public variable

PMatrix < T, d, ...

 

MInvI

Public variable

T

 

MInvM

Public variable

int32

 

MIsland

Public variable

T

 

MLinearEtherDrag

Public variable

TVector < T, d >

 

MLinearImpulse

Public variable

T

 

MM

Public variable

EObjectStateTyp ...

 

MObjectState

Public variable

TVector < T, d >

 

MP

Public variable

TVector < T, d >

 

MPreV

Public variable

TVector < T, d >

 

MPreW

Public variable

TRotation < T, d...

 

MQ

Public variable

bool

 

MToBeRemovedOnFracture

Public variable

TVector < T, d >

 

MTorque

Constructors

Name Description

Public function

TPBDRigidParticleData

(
    EParticleType InType
)

Public function

TPBDRigidParticleData

(
    const TPBDRigidParticle < T, d >& I...
)

Functions

Name Description

Public function

void

 

Init

(
    const TPBDRigidParticle < T, d >& I...
)

Public function

void

 

Reset()

Typedefs

Name

Description

Base

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