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

Functions

void ResetIndicesArray (TArray< int32 > &IndicesArray, int32 Size)
 
FORCEINLINE void EvaluateImpulseField (const FFieldSystemCommand &FieldCommand, FFieldContext &FieldContext, TFieldArrayView< FVector > &ResultsView, TArray< FVector > &OutputImpulse)
 
void ComputeFieldRigidImpulseInternal (FFieldExecutionDatas &ExecutionDatas, const Chaos::FReal SolverTime, TArray< FFieldSystemCommand > &Commands, const bool IsTransient)
 
void ComputeFieldLinearImpulseInternal (FFieldExecutionDatas &ExecutionDatas, const Chaos::FReal SolverTime, TArray< FFieldSystemCommand > &Commands, const bool IsTransient)
 
void AddClusterChildren (TArray< Chaos::FGeometryParticleHandle * > &Handles, const Chaos::FPBDRigidsSolver *RigidSolver, const Chaos::TPBDRigidClusteredParticleHandleImp< Chaos::FReal, 3, false > *Clustered)
 
template<typename ParticleHandleType >
bool ValidateParticle (const EFieldObjectType ObjectType, const ParticleHandleType &ParticleHandle)
 

Function Documentation

◆ AddClusterChildren()

void AddClusterChildren ( TArray< Chaos::FGeometryParticleHandle * > &  Handles,
const Chaos::FPBDRigidsSolver RigidSolver,
const Chaos::TPBDRigidClusteredParticleHandleImp< Chaos::FReal, 3, false > *  Clustered 
)

◆ ComputeFieldLinearImpulseInternal()

void ComputeFieldLinearImpulseInternal ( FFieldExecutionDatas ExecutionDatas,
const Chaos::FReal  SolverTime,
TArray< FFieldSystemCommand > &  Commands,
const bool  IsTransient 
)

◆ ComputeFieldRigidImpulseInternal()

void ComputeFieldRigidImpulseInternal ( FFieldExecutionDatas ExecutionDatas,
const Chaos::FReal  SolverTime,
TArray< FFieldSystemCommand > &  Commands,
const bool  IsTransient 
)

◆ EvaluateImpulseField()

FORCEINLINE void EvaluateImpulseField ( const FFieldSystemCommand FieldCommand,
FFieldContext FieldContext,
TFieldArrayView< FVector > &  ResultsView,
TArray< FVector > &  OutputImpulse 
)

◆ ResetIndicesArray()

void ResetIndicesArray ( TArray< int32 > &  IndicesArray,
int32  Size 
)

◆ ValidateParticle()

bool ValidateParticle ( const EFieldObjectType  ObjectType,
const ParticleHandleType ParticleHandle 
)