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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <IslandGroupManager.h>
Assigns Islands to IslandGroups, attempting to have a roughly equal number of constraints per IslandGroup. Each Island Group may be solved in parallel with the others and contains its own set of ConstraintContainerSolvers (one for each type of constraint) so that solver data access may be cache efficient during the solver phases.
| Chaos::Private::FPBDIslandGroupManager::FPBDIslandGroupManager | ( | FPBDIslandManager & | InIslandManager | ) |
| Chaos::Private::FPBDIslandGroupManager::~FPBDIslandGroupManager | ( | ) |
| void Chaos::Private::FPBDIslandGroupManager::AddConstraintContainer | ( | FPBDConstraintContainer & | ConstraintContainer, |
| const int32 | Priority = 0 |
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Register a constraint type with the manager. This will create a ConstraintContainerSolver for the ConstraintsContainer. Constraints are solved in Priority order with lower priorities first, so higher priorities "win".
Pull all the active islands from the IslandManager and assign to groups.
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Get the specified group
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Get the default iteration settings. These are the minimum number of iterations that will be run. An island may run more depending on the settings on the dynamic bodies in that island.
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The number of groups with at least one constraint in them
| void Chaos::Private::FPBDIslandGroupManager::RemoveConstraintContainer | ( | FPBDConstraintContainer & | ConstraintContainer | ) |
Remove a previously-added container. Generall this is only needed for debuggin as cleanup is automatic on destruction.
| void Chaos::Private::FPBDIslandGroupManager::SetConstraintContainerPriority | ( | const int32 | ContainerId, |
| const int32 | Priority | ||
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Set the priority for the specified container (that must have been pre-registered with AddConstraintContainer).
| void Chaos::Private::FPBDIslandGroupManager::SetIterationSettings | ( | const FIterationSettings & | InIterations | ) |
Set the default number of iterations to perform in the Solve step (can be increased on a per-island basis by any dynamic body).
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