#include <PBDSelfCollisionSphereConstraints.h>
◆ FPBDSelfCollisionSphereConstraintsBase()
| Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::FPBDSelfCollisionSphereConstraintsBase |
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const int32 |
InOffset, |
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const int32 |
InNumParticles, |
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const TSet< int32 > * |
InVertexSetNoOffset, |
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const TArray< FSolverVec3 > * |
InReferencePositions, |
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const FSolverReal |
InRadius, |
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const FSolverReal |
InStiffness |
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) |
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◆ ~FPBDSelfCollisionSphereConstraintsBase()
| virtual Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::~FPBDSelfCollisionSphereConstraintsBase |
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inlinevirtual |
◆ Apply() [1/2]
◆ Apply() [2/2]
◆ GetConstraints()
| const TArray< TVec2< int32 > > & Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::GetConstraints |
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const |
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inline |
◆ GetRadius()
| FSolverReal Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::GetRadius |
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const |
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inline |
◆ GetVertexSet()
| const TSet< int32 > * Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::GetVertexSet |
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const |
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inline |
◆ Init() [1/2]
◆ Init() [2/2]
◆ Constraints
| TArray<TVec2<int32> > Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::Constraints |
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protected |
◆ Radius
| FSolverReal Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::Radius |
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protected |
◆ Stiffness
| FSolverReal Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::Stiffness |
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protected |
◆ VertexSetNoOffset
| const TSet<int32>* Chaos::Softs::FPBDSelfCollisionSphereConstraintsBase::VertexSetNoOffset |
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protected |
The documentation for this class was generated from the following files: