#include <PBDKinematicTriangleMeshCollisions.h>
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| | FPBDSkinnedTriangleMeshCollisions (int32 InNumParticles, const FSkinnedTriangleMeshPtr &InSkinnedTriangleMesh, const TArray< FSolverVec3 > &InVelocities, const FPBDFlatWeightMap &InThickness, const FPBDFlatWeightMap &InFrictionCoefficient, const FSolverReal InColliderThickness) |
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| void | SetGeometryAndInit (const FSolverParticlesRange &Particles, const FSolverReal Dt) |
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| | FPBDKinematicTriangleMeshCollisions (int32 InNumParticles, const FPBDFlatWeightMap &InThickness, const FPBDFlatWeightMap &InFrictionCoefficient, const FSolverReal InStiffness, const FSolverReal InColliderThickness) |
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| void | Reset () |
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| void | SetGeometry (const FTriangleMesh &InTriangleMesh, const TConstArrayView< FSolverVec3 > &InPositions, const TConstArrayView< FSolverVec3 > &InVelocities, const FTriangleMesh::TSpatialHashType< FSolverReal > &InSpatialHash) |
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| void | SetGeometry (const FTriangleMesh &InTriangleMesh, const TConstArrayView< FSolverVec3 > &InPositions, const TConstArrayView< FPAndInvM > &InPAndInvM, const TConstArrayView< FSolverVec3 > &InVelocities, const FTriangleMesh::TSpatialHashType< FSolverReal > &InSpatialHash) |
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| void | SetStiffness (const FSolverReal InStiffness) |
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| void | SetColliderThickness (const FSolverReal InColliderThickness) |
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| CHAOS_API void | Init (const FSolverParticlesRange &Particles, const FSolverReal Dt) |
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| CHAOS_API void | Apply (FSolverParticlesRange &InParticles, const FSolverReal Dt) const |
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| const TArray< int32 > & | GetCollidingParticles () const |
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| const TArray< TVector< int32, MaxKinematicConnectionsPerPoint > > & | GetCollidingElements () const |
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| const TArray< TMap< int32, FSolverReal > > & | GetTimers () const |
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| const FTriangleMesh * | GetTriangleMesh () const |
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◆ FPBDSkinnedTriangleMeshCollisions()
◆ SetGeometryAndInit()
The documentation for this class was generated from the following file: