UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Chaos::FIgnoreCollisionManager Class Reference

#include <CollisionConstraintFlags.h>

Classes

struct  FStorageData
 

Public Types

using FHandleID = FUniqueIdx
 
using FDeactivationSet = TSet< FUniqueIdx >
 
using used = TMap< FHandleID, TArray< FHandleID > >
 
using FPendingMap = TMap< FHandleID, TArray< FHandleID > >
 

Public Member Functions

 FIgnoreCollisionManager ()
 
CHAOS_API bool ContainsHandle (FHandleID Body0) const
 
CHAOS_API bool IgnoresCollision (FHandleID Body0, FHandleID Body1) const
 
CHAOS_API int32 NumIgnoredCollision (FHandleID Body0) const
 
CHAOS_API bool IgnoresCollision (const FGeometryParticleHandle *Particle0, const FGeometryParticleHandle *Particle1) const
 
CHAOS_API void AddIgnoreCollisions (FGeometryParticleHandle *Particle0, FGeometryParticleHandle *Particle1)
 
CHAOS_API void RemoveIgnoreCollisions (FGeometryParticleHandle *Particle0, FGeometryParticleHandle *Particle1)
 
FPendingMapGetPendingActivationsForGameThread (int32 ExternalTimestamp)
 
FDeactivationSetGetPendingDeactivationsForGameThread (int32 ExternalTimestamp)
 
void PushProducerStorageData_External (int32 ExternalTimestamp)
 
CHAOS_API void ProcessPendingQueues (FPBDRigidsSolver &Solver)
 
CHAOS_API void PopStorageData_Internal (int32 ExternalTimestamp)
 
void AddIgnoreCollisionsFor (FHandleID Body0, FHandleID Body1)
 
int32 RemoveIgnoreCollisionsFor (FHandleID Body0, FHandleID Body1)
 

Member Typedef Documentation

◆ FDeactivationSet

◆ FHandleID

◆ FPendingMap

◆ used

Constructor & Destructor Documentation

◆ FIgnoreCollisionManager()

Chaos::FIgnoreCollisionManager::FIgnoreCollisionManager ( )
inline

Member Function Documentation

◆ AddIgnoreCollisions()

void Chaos::FIgnoreCollisionManager::AddIgnoreCollisions ( FGeometryParticleHandle Particle0,
FGeometryParticleHandle Particle1 
)

Add an ignore entry for collisions of Particle0->Particle1. Note, this will add an entry for both particles against the other if both particles are dynamic or kinematic.

◆ AddIgnoreCollisionsFor()

void Chaos::FIgnoreCollisionManager::AddIgnoreCollisionsFor ( FHandleID  Body0,
FHandleID  Body1 
)
inline

◆ ContainsHandle()

bool Chaos::FIgnoreCollisionManager::ContainsHandle ( FHandleID  Body0) const

◆ GetPendingActivationsForGameThread()

FPendingMap & Chaos::FIgnoreCollisionManager::GetPendingActivationsForGameThread ( int32  ExternalTimestamp)
inline

◆ GetPendingDeactivationsForGameThread()

FDeactivationSet & Chaos::FIgnoreCollisionManager::GetPendingDeactivationsForGameThread ( int32  ExternalTimestamp)
inline

◆ IgnoresCollision() [1/2]

bool Chaos::FIgnoreCollisionManager::IgnoresCollision ( const FGeometryParticleHandle Particle0,
const FGeometryParticleHandle Particle1 
) const

Return true if we should ignore collisions between the two particles

◆ IgnoresCollision() [2/2]

bool Chaos::FIgnoreCollisionManager::IgnoresCollision ( FHandleID  Body0,
FHandleID  Body1 
) const

◆ NumIgnoredCollision()

int32 Chaos::FIgnoreCollisionManager::NumIgnoredCollision ( FHandleID  Body0) const

◆ PopStorageData_Internal()

void Chaos::FIgnoreCollisionManager::PopStorageData_Internal ( int32  ExternalTimestamp)

◆ ProcessPendingQueues()

void Chaos::FIgnoreCollisionManager::ProcessPendingQueues ( FPBDRigidsSolver Solver)

◆ PushProducerStorageData_External()

void Chaos::FIgnoreCollisionManager::PushProducerStorageData_External ( int32  ExternalTimestamp)
inline

◆ RemoveIgnoreCollisions()

void Chaos::FIgnoreCollisionManager::RemoveIgnoreCollisions ( FGeometryParticleHandle Particle0,
FGeometryParticleHandle Particle1 
)

Remove an ignore entry for collisions of Particle0->Particle1 (in both directions if applicable)

◆ RemoveIgnoreCollisionsFor()

int32 Chaos::FIgnoreCollisionManager::RemoveIgnoreCollisionsFor ( FHandleID  Body0,
FHandleID  Body1 
)
inline

The documentation for this class was generated from the following files: