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

Go to the source code of this file.

Classes

struct  Chaos::FParticleID
 
class  Chaos::FParticlePositionRotation
 
class  Chaos::FParticleVelocities
 
class  Chaos::FParticleDynamics
 
struct  Chaos::FProxyBasePairProperty
 
struct  Chaos::FProxyBaseProperty
 
struct  Chaos::FPhysicsObjectPairProperty
 
struct  Chaos::FPhysicsObjectProperty
 
class  Chaos::FParticleMassProps
 
class  Chaos::FParticleDynamicMisc
 
class  Chaos::FParticleNonFrequentData
 
struct  Chaos::FCollisionData
 
struct  Chaos::FMaterialData
 
class  Chaos::TDirtyFlags< FlagsType >
 
struct  Chaos::FDirtyIdx
 
class  Chaos::TDirtyElementPool< T >
 
struct  Chaos::FDirtyProxiesBucketInfo
 
class  Chaos::FDirtyPropertiesManager
 
class  Chaos::FDirtyChaosProperties
 
class  Chaos::FShapeDirtyData
 
class  Chaos::TPropertyPool< T >
 
class  Chaos::FDirtyPropertiesPool
 

Namespaces

namespace  Chaos
 

Macros

#define CHAOS_DEBUG_NAME   0
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   PropName,
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   PropName = (uint32)1 << (uint32)EChaosProperty::PropName,
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   case EChaosProperty::PropName: return EChaosPropertyFlags::PropName;
 
#define SHAPE_PROPERTY(PropName, Type)   PropName,
 
#define SHAPE_PROPERTY(PropName, Type)   PropName = (uint32)1 << (uint32)EShapeProperty::PropName,
 
#define SHAPE_PROPERTY(PropName, Type)   case EShapeProperty::PropName: return EShapeFlags::PropName;
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   PropName##Pool.SetNum(DirtyProxiesBucketInfo.Num[(uint32)ProxyType]);
 
#define SHAPE_PROPERTY(PropName, Type)   PropName##ShapePool.SetNum(NumShapes);
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   case EChaosProperty::PropName: return (TDirtyElementPool<T>&)PropName##Pool;
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   case EChaosProperty::PropName: return (TDirtyElementPool<T>&)PropName##Pool;
 
#define SHAPE_PROPERTY(PropName, Type)   case EShapeProperty::PropName: return (TDirtyElementPool<T>&)PropName##ShapePool;
 
#define SHAPE_PROPERTY(PropName, Type)   case EShapeProperty::PropName: return (TDirtyElementPool<T>&)PropName##ShapePool;
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   TDirtyElementPool<Type> PropName##Pool;
 
#define SHAPE_PROPERTY(PropName, Type)   TDirtyElementPool<Type> PropName##ShapePool;
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   ClearHelper<Type, EChaosProperty::PropName>(Manager, Idx);
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   MoveDataHelper<Type, EChaosProperty::PropName>(Manager, FromIdx, ToIdx);
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)
 
#define SHAPE_PROPERTY(PropName, Type)   ClearHelper<Type, EShapeProperty::PropName>(Manager, Idx);
 
#define SHAPE_PROPERTY(PropName, Type)
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   case EChaosProperty::PropName: return (TPropertyPool<T>&)PropName##Pool;
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   case EChaosProperty::PropName: return (TPropertyPool<T>&)PropName##Pool;
 
#define CHAOS_PROPERTY(PropName, Type, ProxyType)   TPropertyPool<Type> PropName##Pool;
 

Typedefs

typedef TVector< IPhysicsProxyBase *, 2 > Chaos::FProxyBasePair
 
typedef TVector< FPhysicsObject *, 2 > Chaos::FPhysicsObjectPair
 
using Chaos::FDirtyChaosPropertyFlags = TDirtyFlags< EChaosPropertyFlags >
 
using Chaos::FShapeDirtyFlags = TDirtyFlags< EShapeFlags >
 
using Chaos::FPropertyIdx = int32
 

Enumerations

enum class  Chaos::EChaosProperty : uint32 { Chaos::NumProperties }
 
enum class  Chaos::EChaosPropertyFlags : uint32 { Chaos::DummyFlag }
 
enum class  Chaos::EShapeProperty : uint32 { Chaos::NumShapeProperties }
 
enum class  Chaos::EShapeFlags : uint32 { Chaos::DummyFlag }
 

Functions

FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FParticlePositionRotation &Data)
 
FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FParticleVelocities &Data)
 
FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FParticleDynamics &Data)
 
FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FParticleMassProps &Data)
 
FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FParticleDynamicMisc &Data)
 
FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FParticleNonFrequentData &Data)
 
FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FCollisionData &Data)
 
FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FMaterialData &Data)
 
constexpr EChaosPropertyFlags Chaos::ChaosPropertyToFlag (EChaosProperty Prop)
 
constexpr EShapeFlags Chaos::ShapePropToFlag (EShapeProperty Prop)
 

Macro Definition Documentation

◆ CHAOS_DEBUG_NAME

#define CHAOS_DEBUG_NAME   0

◆ CHAOS_PROPERTY [1/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    PropName,

◆ CHAOS_PROPERTY [2/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    PropName = (uint32)1 << (uint32)EChaosProperty::PropName,

◆ CHAOS_PROPERTY [3/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    case EChaosProperty::PropName: return EChaosPropertyFlags::PropName;

◆ CHAOS_PROPERTY [4/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    PropName##Pool.SetNum(DirtyProxiesBucketInfo.Num[(uint32)ProxyType]);

◆ CHAOS_PROPERTY [5/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    case EChaosProperty::PropName: return (TDirtyElementPool<T>&)PropName##Pool;

◆ CHAOS_PROPERTY [6/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    case EChaosProperty::PropName: return (TDirtyElementPool<T>&)PropName##Pool;

◆ CHAOS_PROPERTY [7/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    TDirtyElementPool<Type> PropName##Pool;

◆ CHAOS_PROPERTY [8/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    ClearHelper<Type, EChaosProperty::PropName>(Manager, Idx);

◆ CHAOS_PROPERTY [9/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    MoveDataHelper<Type, EChaosProperty::PropName>(Manager, FromIdx, ToIdx);

◆ CHAOS_PROPERTY [10/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)
Value:
Type const & Get##PropName(const FDirtyPropertiesManager& Manager, int32 Idx) const { return ReadImp<Type, EChaosProperty::PropName>(Manager, Idx); }\
bool Has##PropName() const { return Flags.IsDirty(ChaosPropertyToFlag(EChaosProperty::PropName)); }\
Type const * Find##PropName(const FDirtyPropertiesManager& Manager, int32 Idx) const { return Has##PropName() ? &Get##PropName(Manager, Idx) : nullptr; }
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
Type
Definition PawnAction_Move.h:11
FORCEINLINE T * Get(const FObjectPtr &ObjectPtr)
Definition ObjectPtr.h:426

◆ CHAOS_PROPERTY [11/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    case EChaosProperty::PropName: return (TPropertyPool<T>&)PropName##Pool;

◆ CHAOS_PROPERTY [12/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    case EChaosProperty::PropName: return (TPropertyPool<T>&)PropName##Pool;

◆ CHAOS_PROPERTY [13/13]

#define CHAOS_PROPERTY (   PropName,
  Type,
  ProxyType 
)    TPropertyPool<Type> PropName##Pool;

◆ SHAPE_PROPERTY [1/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)    PropName,

◆ SHAPE_PROPERTY [2/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)    PropName = (uint32)1 << (uint32)EShapeProperty::PropName,

◆ SHAPE_PROPERTY [3/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)    case EShapeProperty::PropName: return EShapeFlags::PropName;

◆ SHAPE_PROPERTY [4/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)    PropName##ShapePool.SetNum(NumShapes);

◆ SHAPE_PROPERTY [5/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)    case EShapeProperty::PropName: return (TDirtyElementPool<T>&)PropName##ShapePool;

◆ SHAPE_PROPERTY [6/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)    case EShapeProperty::PropName: return (TDirtyElementPool<T>&)PropName##ShapePool;

◆ SHAPE_PROPERTY [7/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)    TDirtyElementPool<Type> PropName##ShapePool;

◆ SHAPE_PROPERTY [8/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)    ClearHelper<Type, EShapeProperty::PropName>(Manager, Idx);

◆ SHAPE_PROPERTY [9/9]

#define SHAPE_PROPERTY (   PropName,
  Type 
)
Value:
Type const & Get##PropName(const FDirtyPropertiesManager& Manager, int32 Idx) const { return ReadImp<Type, EShapeProperty::PropName>(Manager, Idx); }\
bool Has##PropName() const { return Flags.IsDirty(ShapePropToFlag(EShapeProperty::PropName)); }\
Type const * Find##PropName(const FDirtyPropertiesManager& Manager, int32 Idx) const { return Has##PropName() ? &Get##PropName(Manager, Idx) : nullptr; }