UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PBDTriangleMeshIntersections.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2#pragma once
3
4#include "Chaos/Core.h"
8
9// Resolve intersections via contour minimization. Contour Minimization data is calculated in PBDTriangleMeshCollisions.
10namespace Chaos::Softs
11{
13{
14public:
19
21 const int32 InOffset,
24 )
25 :TriangleMesh(InTriangleMesh)
26 , Offset(InOffset)
27 , NumParticles(InNumParticles)
28 {}
29
31
32 template<typename SolverParticlesOrRange>
34
35private:
36 const FTriangleMesh& TriangleMesh;
37 int32 Offset;
38 int32 NumParticles;
39};
40
41} // End namespace Chaos::Softs
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition TriangleMesh.h:24
Definition CollectionPropertyFacade.h:49
static bool IsEnabled(const FCollectionPropertyConstFacade &PropertyCollection)
Definition PBDTriangleMeshCollisions.h:191
Definition PBDTriangleMeshIntersections.h:13
FPBDTriangleMeshIntersections(const int32 InOffset, const int32 InNumParticles, const FTriangleMesh &InTriangleMesh)
Definition PBDTriangleMeshIntersections.h:20
static bool IsEnabled(const FCollectionPropertyConstFacade &PropertyCollection)
Definition PBDTriangleMeshIntersections.h:15
CHAOS_API void Apply(SolverParticlesOrRange &Particles, const TArray< FPBDTriangleMeshCollisions::FContourMinimizationIntersection > &Intersections, const FSolverReal Dt) const
Definition Array.h:670
Definition CollectionEmbeddedSpringConstraintFacade.cpp:6
FRealSingle FSolverReal
Definition PBDSoftsEvolutionFwd.h:31