UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
CollisionResolution.h File Reference

Go to the source code of this file.

Namespaces

namespace  Chaos
 
namespace  Chaos::Collisions
 

Functions

void Chaos::Collisions::UpdateConstraint (FPBDCollisionConstraint &Constraint, const FRigidTransform3 &ShapeWorldTransform0, const FRigidTransform3 &ShapeWorldTransform1, const FReal Dt)
 Update the contact manifold on the constraint.
 
bool Chaos::Collisions::UpdateConstraintSwept (FPBDCollisionConstraint &Constraint, const FRigidTransform3 &ShapeStartWorldTransform0, const FRigidTransform3 &ShapeStartWorldTransform1, const FReal Dt)
 Update the contact manifold on the constraint.
 
EContactShapesType Chaos::Collisions::CalculateShapePairType (const FGeometryParticleHandle *Particle0, const FImplicitObject *Implicit0, const FGeometryParticleHandle *Particle1, const FImplicitObject *Implicit1, bool &bOutSwap)
 Determine the shape pair type for use in UpdateConstraints.
 
bool Chaos::Collisions::ShouldUseCCD (const FGeometryParticleHandle *Particle0, const FVec3 &DeltaX0, const FGeometryParticleHandle *Particle1, const FVec3 &DeltaX1, FVec3 &Dir, FReal &Length)
 Whether CCD should be enabled for a contact given the current particle velocities etc.
 
void Chaos::Collisions::UpdateLevelsetLevelsetConstraint (const FRigidTransform3 &WorldTransform0, const FRigidTransform3 &WorldTransform1, const FReal Dt, FPBDCollisionConstraint &Constraint)
 
EImplicitObjectType Chaos::Collisions::GetImplicitCollisionType (const FGeometryParticleHandle *Particle, const FImplicitObject *Implicit)
 
void CHAOS_API Chaos::Collisions::ResetChaosCollisionCounters ()
 
void CHAOS_API Chaos::Collisions::ConstructConstraints (TGeometryParticleHandle< FReal, 3 > *Particle0, TGeometryParticleHandle< FReal, 3 > *Particle1, const FImplicitObject *Implicit0, const FPerShapeData *Shape0, const FBVHParticles *Simplicial0, const int32 ImplicitID0, const FImplicitObject *Implicit1, const FPerShapeData *Shape1, const FBVHParticles *Simplicial1, const int32 ImplicitID1, const FRigidTransform3 &ParticleWorldTransform0, const FRigidTransform3 &Transform0, const FRigidTransform3 &ParticleWorldTransform1, const FRigidTransform3 &Transform1, const FReal CullDistance, const FReal Dt, const bool bEnableSweep, const FCollisionContext &Context)
 
void CHAOS_API Chaos::Collisions::ConstructConstraints (TGeometryParticleHandle< FReal, 3 > *Particle0, TGeometryParticleHandle< FReal, 3 > *Particle1, const FImplicitObject *Implicit0, const FPerShapeData *Shape0, const FBVHParticles *Simplicial0, const FImplicitObject *Implicit1, const FPerShapeData *Shape1, const FBVHParticles *Simplicial1, const FRigidTransform3 &ParticleWorldTransform0, const FRigidTransform3 &Transform0, const FRigidTransform3 &ParticleWorldTransform1, const FRigidTransform3 &Transform1, const FReal CullDistance, const FReal Dt, const bool bEnableSweep, const FCollisionContext &Context)
 
void CHAOS_API Chaos::Collisions::ConstructConstraints (TGeometryParticleHandle< FReal, 3 > *Particle0, TGeometryParticleHandle< FReal, 3 > *Particle1, const FImplicitObject *Implicit0, const FPerShapeData *Shape0, const FBVHParticles *Simplicial0, const FImplicitObject *Implicit1, const FPerShapeData *Shape1, const FBVHParticles *Simplicial1, const FRigidTransform3 &ParticleWorldTransform0, const FRigidTransform3 &Transform0, const FRigidTransform3 &ParticleWorldTransform1, const FRigidTransform3 &Transform1, const FReal CullDistance, const FReal Dt, const FCollisionContext &Context)
 
template<ECollisionUpdateType UpdateType>
void CHAOS_API Chaos::Collisions::UpdateConstraintFromGeometry (FPBDCollisionConstraint &Constraint, const FRigidTransform3 &ParticleTransform0, const FRigidTransform3 &ParticleTransform1, const FReal Dt)