#include <ChaosDeformableSolverProxy.h>
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| | FFleshThreadingProxy (UObject *InOwner, const FTransform &InWorldToComponentXf, const FTransform &InComponentToBoneXf, const ChaosDeformableSimSpace InSimSpace, TSharedRef< const FManagedArrayCollection > InRest, const FManagedArrayCollection &InDynamic) |
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| virtual | ~FFleshThreadingProxy () |
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| bool | CanSimulate () const |
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| bool | IsBoneSpace () const |
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| void | SetIsCached (bool bInIsCached) |
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| bool | GetIsCached () const |
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| void | UpdateSimSpace (const FTransform &InWorldToComponentXf, const FTransform &InComponentToBoneXf) |
| | Update the component and bone transforms with current data from the scene.
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| const FTransform & | GetInitialPointsTransform () const |
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| const FTransform & | GetCurrentPointsTransform () const |
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| const FTransform & | GetPreviousPointsTransform () const |
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| Chaos::TVector< Chaos::FRealSingle, 3 > | RotateWorldSpaceVector (const Chaos::TVector< Chaos::FRealSingle, 3 > &Dir) const |
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| FTransform | GetFinalTransform () const |
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| void | SetSolverParticleRange (int32 InStart, int32 InRange) |
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| const Chaos::FRange & | GetSolverParticleRange () const |
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| FManagedArrayCollection & | GetDynamicCollection () |
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| const FManagedArrayCollection & | GetDynamicCollection () const |
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| const FManagedArrayCollection & | GetRestCollection () const |
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| | FThreadingProxy (const UObject *InOwner=nullptr, FName InTypeName=FName("")) |
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| virtual | ~FThreadingProxy () |
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| FName | BaseTypeName () const |
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| template<class T > |
| T * | As () |
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| template<class T > |
| T * | As () const |
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| const UObject * | GetOwner () const |
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◆ FFleshThreadingProxy()
◆ ~FFleshThreadingProxy()
| virtual Chaos::Softs::FFleshThreadingProxy::~FFleshThreadingProxy |
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inlinevirtual |
◆ CanSimulate()
| bool Chaos::Softs::FFleshThreadingProxy::CanSimulate |
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const |
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inline |
◆ GetCurrentPointsTransform()
| const FTransform & Chaos::Softs::FFleshThreadingProxy::GetCurrentPointsTransform |
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const |
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inline |
◆ GetDynamicCollection() [1/2]
◆ GetDynamicCollection() [2/2]
◆ GetFinalTransform()
| FTransform Chaos::Softs::FFleshThreadingProxy::GetFinalTransform |
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const |
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inline |
Return the transform required to get from whatever our simulation space is, to component space.
◆ GetInitialPointsTransform()
| const FTransform & Chaos::Softs::FFleshThreadingProxy::GetInitialPointsTransform |
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const |
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inline |
Return the transform required to get points from component space to whatever the specified simulation space is.
◆ GetIsCached()
| bool Chaos::Softs::FFleshThreadingProxy::GetIsCached |
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const |
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inline |
◆ GetPreviousPointsTransform()
| const FTransform & Chaos::Softs::FFleshThreadingProxy::GetPreviousPointsTransform |
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const |
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inline |
◆ GetRestCollection()
◆ GetSolverParticleRange()
| const Chaos::FRange & Chaos::Softs::FFleshThreadingProxy::GetSolverParticleRange |
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const |
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inline |
◆ IsBoneSpace()
| bool Chaos::Softs::FFleshThreadingProxy::IsBoneSpace |
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const |
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inline |
◆ RotateWorldSpaceVector()
◆ SetIsCached()
| void Chaos::Softs::FFleshThreadingProxy::SetIsCached |
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bool |
bInIsCached | ) |
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inline |
◆ SetSolverParticleRange()
| void Chaos::Softs::FFleshThreadingProxy::SetSolverParticleRange |
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int32 |
InStart, |
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int32 |
InRange |
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) |
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inline |
◆ TypeName()
| static FName Chaos::Softs::FFleshThreadingProxy::TypeName |
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inlinestatic |
◆ UpdateSimSpace()
| void Chaos::Softs::FFleshThreadingProxy::UpdateSimSpace |
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const FTransform & |
InWorldToComponentXf, |
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const FTransform & |
InComponentToBoneXf |
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inline |
Update the component and bone transforms with current data from the scene.
The documentation for this class was generated from the following file: