UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Chaos::Softs::FPBDCollisionSpringConstraints Member List

This is the complete list of members for Chaos::Softs::FPBDCollisionSpringConstraints, including all inherited members.

Apply(SolverParticlesOrRange &Particles, const FSolverReal Dt, const int32 ConstraintIndex) constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
Apply(SolverParticlesOrRange &InParticles, const FSolverReal Dt) constChaos::Softs::FPBDCollisionSpringConstraintsBase
Apply(FSolverParticles &InParticles, const FSolverReal Dt, const TArray< int32 > &InConstraintIndices) constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
Apply(SolverParticlesOrRange &InParticles, const FSolverReal Dt) constChaos::Softs::FPBDCollisionSpringConstraintsBase
BackCompatFrictionCoefficientChaos::Softs::FPBDCollisionSpringConstraintsBasestatic
BackCompatStiffnessChaos::Softs::FPBDCollisionSpringConstraintsBasestatic
BackCompatThicknessChaos::Softs::FPBDCollisionSpringConstraintsBasestatic
bOnlyCollideKinematicsChaos::Softs::FPBDCollisionSpringConstraintsBaseprotected
DefaultKinematicColliderFrictionCoefficientChaos::Softs::FPBDCollisionSpringConstraintsBasestatic
DefaultKinematicColliderStiffnessChaos::Softs::FPBDCollisionSpringConstraintsBasestatic
DefaultKinematicColliderThicknessChaos::Softs::FPBDCollisionSpringConstraintsBasestatic
DefaultProximityStiffnessChaos::Softs::FPBDCollisionSpringConstraintsBasestatic
DefaultSelfCollisionDisableNeighborDistanceChaos::Softs::FPBDCollisionSpringConstraintsstatic
FPBDCollisionSpringConstraints(const int32 InOffset, const int32 InNumParticles, const FTriangleMesh &InTriangleMesh, const TArray< FSolverVec3 > *InRestPositions, const TMap< FString, TConstArrayView< FRealSingle > > &WeightMaps, const TMap< FString, TConstArrayView< int32 > > &FaceIntMaps, const FCollectionPropertyConstFacade &PropertyCollection)Chaos::Softs::FPBDCollisionSpringConstraintsinline
FPBDCollisionSpringConstraints(const int32 InOffset, const int32 InNumParticles, const FTriangleMesh &InTriangleMesh, const TArray< FSolverVec3 > *InRestPositions, TSet< TVec2< int32 > > &&InDisabledCollisionElements, const FCollectionPropertyConstFacade &PropertyCollection)Chaos::Softs::FPBDCollisionSpringConstraintsinline
FPBDCollisionSpringConstraints(const int32 InOffset, const int32 InNumParticles, const FTriangleMesh &InTriangleMesh, const TArray< FSolverVec3 > *InRestPositions, TSet< TVec2< int32 > > &&InDisabledCollisionElements, const FSolverReal InThickness=Base::BackCompatThickness, const FSolverReal InStiffness=Base::BackCompatStiffness, const FSolverReal InFrictionCoefficient=Base::BackCompatFrictionCoefficient)Chaos::Softs::FPBDCollisionSpringConstraintsinline
FPBDCollisionSpringConstraintsBase(const int32 InOffset, const int32 InNumParticles, const FTriangleMesh &InTriangleMesh, const TArray< FSolverVec3 > *InReferencePositions, TSet< TVec2< int32 > > &&InDisabledCollisionElements, const TConstArrayView< FRealSingle > &InThicknessMultipliers, const TConstArrayView< FRealSingle > &InKinematicColliderFrictionMultipliers, const TConstArrayView< int32 > &InSelfCollisionLayers, const FSolverVec2 InThickness=FSolverVec2(BackCompatThickness), const FSolverReal InStiffness=BackCompatStiffness, const FSolverReal InFrictionCoefficient=BackCompatFrictionCoefficient, const bool bInOnlyCollideKinematics=false, const FSolverReal InKinematicColliderThickness=DefaultKinematicColliderThickness, const FSolverReal InKinematicColliderStiffness=DefaultKinematicColliderStiffness, const FSolverVec2 InKinematicColliderFrictionCoefficient=FSolverVec2(DefaultKinematicColliderFrictionCoefficient), const FSolverReal InProximityStiffness=DefaultProximityStiffness)Chaos::Softs::FPBDCollisionSpringConstraintsBase
GetBarys() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetConstraintFrictionCoefficient(const int32 ConstraintIndex) constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetConstraints() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetConstraintThickness(const int32 ConstraintIndex) constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetDelta(const SolverParticlesOrRange &InParticles, const int32 i) constChaos::Softs::FPBDCollisionSpringConstraintsBase
GetDelta(const SolverParticlesOrRange &Particles, const int32 ConstraintIndex) constChaos::Softs::FPBDCollisionSpringConstraintsBase
GetFaceCollisionLayers() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetFlipNormals() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetGlobalIntersectionAnalysis() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetKinematicColliderTimers() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetKinematicColliderTriangleMesh() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetKinematicCollidingParticles() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetMaxThickness() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetNumParticles() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinlineprotected
GetParticleThickness(int32 ParticleIndex) constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetThickness() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetThicknessWeighted() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetTriangleMesh() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
GetVertexCollisionLayers() constChaos::Softs::FPBDCollisionSpringConstraintsBaseinline
Init(const SolverParticlesOrRange &Particles, const SpatialAccelerator &Spatial, const TConstArrayView< FPBDTriangleMeshCollisions::FGIAColor > &VertexGIAColors, const TArray< FPBDTriangleMeshCollisions::FGIAColor > &TriangleGIAColors)Chaos::Softs::FPBDCollisionSpringConstraints
Init(const SolverParticlesOrRange &Particles, const FSolverReal Dt, const FPBDTriangleMeshCollisions::FTriangleSubMesh &CollidableSubMesh, const SpatialAccelerator &DynamicSpatial, const SpatialAccelerator &KinematicColliderSpatial, const TConstArrayView< FPBDTriangleMeshCollisions::FGIAColor > &VertexGIAColors, const TArray< FPBDTriangleMeshCollisions::FGIAColor > &TriangleGIAColors)Chaos::Softs::FPBDCollisionSpringConstraints
Init(const SolverParticlesOrRange &Particles, const SpatialAccelerator &Spatial, const TConstArrayView< FPBDTriangleMeshCollisions::FGIAColor > &VertexGIAColors, const TArray< FPBDTriangleMeshCollisions::FGIAColor > &TriangleGIAColors)Chaos::Softs::FPBDCollisionSpringConstraints
Init(const SolverParticlesOrRange &Particles, const FSolverReal Dt, const FPBDTriangleMeshCollisions::FTriangleSubMesh &CollidableSubMesh, const SpatialAccelerator &DynamicSpatial, const SpatialAccelerator &KinematicColliderSpatial, const TConstArrayView< FPBDTriangleMeshCollisions::FGIAColor > &VertexGIAColors, const TArray< FPBDTriangleMeshCollisions::FGIAColor > &TriangleGIAColors)Chaos::Softs::FPBDCollisionSpringConstraints
IsEnabled(const FCollectionPropertyConstFacade &PropertyCollection)Chaos::Softs::FPBDCollisionSpringConstraintsinlinestatic
KinematicColliderFrictionCoefficientChaos::Softs::FPBDCollisionSpringConstraintsBaseprotected
KinematicColliderStiffnessChaos::Softs::FPBDCollisionSpringConstraintsBaseprotected
KinematicColliderThicknessChaos::Softs::FPBDCollisionSpringConstraintsBaseprotected
KinematicCollisionsChaos::Softs::FPBDCollisionSpringConstraintsBaseprotected
MaxFrictionCoefficientChaos::Softs::FPBDCollisionSpringConstraintsstatic
MinFrictionCoefficientChaos::Softs::FPBDCollisionSpringConstraintsstatic
ResetKinematicCollider()Chaos::Softs::FPBDCollisionSpringConstraintsBaseinline
SetFrictionCoefficient(FSolverReal InFrictionCoefficient)Chaos::Softs::FPBDCollisionSpringConstraintsBaseinline
SetProperties(const FCollectionPropertyConstFacade &PropertyCollection, const TMap< FString, TConstArrayView< FRealSingle > > &WeightMaps, const TMap< FString, TConstArrayView< int32 > > &FaceIntMaps)Chaos::Softs::FPBDCollisionSpringConstraintsinline
SetProperties(const FCollectionPropertyConstFacade &PropertyCollection)Chaos::Softs::FPBDCollisionSpringConstraintsinline
SetThicknessWeighted(const FSolverVec2 InThickness)Chaos::Softs::FPBDCollisionSpringConstraintsBaseinline
UE_CHAOS_DECLARE_INDEXLESS_PROPERTYCOLLECTION_NAME(UseSelfCollisions, bool)Chaos::Softs::FPBDCollisionSpringConstraints
UE_CHAOS_DECLARE_INDEXLESS_PROPERTYCOLLECTION_NAME(SelfCollisionThickness, float)Chaos::Softs::FPBDCollisionSpringConstraints
UE_CHAOS_DECLARE_INDEXLESS_PROPERTYCOLLECTION_NAME(SelfCollisionStiffness, float)Chaos::Softs::FPBDCollisionSpringConstraints
UE_CHAOS_DECLARE_INDEXLESS_PROPERTYCOLLECTION_NAME(SelfCollisionFriction, float)Chaos::Softs::FPBDCollisionSpringConstraints
UE_CHAOS_DECLARE_INDEXLESS_PROPERTYCOLLECTION_NAME(SelfCollisionLayers, float)Chaos::Softs::FPBDCollisionSpringConstraints
UpdateCollisionLayers(const TConstArrayView< int32 > &InFaceCollisionLayers)Chaos::Softs::FPBDCollisionSpringConstraintsBaseprotected
UpdateLinearSystem(const FSolverParticlesRange &Particles, const FSolverReal Dt, FEvolutionLinearSystem &LinearSystem) constChaos::Softs::FPBDCollisionSpringConstraintsBase
~FPBDCollisionSpringConstraints() overrideChaos::Softs::FPBDCollisionSpringConstraintsinlinevirtual
~FPBDCollisionSpringConstraintsBase()Chaos::Softs::FPBDCollisionSpringConstraintsBaseinlinevirtual