UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead > Class Template Reference

#include <RewindData.h>

Public Member Functions

 TParticlePropertyBuffer (int32 InCapacity)
 
 TParticlePropertyBuffer (TParticlePropertyBuffer< T, PropName > &&Other)
 
 TParticlePropertyBuffer (const TParticlePropertyBuffer< T, PropName > &Other)=delete
 
 ~TParticlePropertyBuffer ()
 
T & WriteAccessMonotonic (const FFrameAndPhase FrameAndPhase, FDirtyPropertiesPool &Manager)
 
T * WriteAccessNonDecreasing (const FFrameAndPhase FrameAndPhase, FDirtyPropertiesPool &Manager)
 
const T * Read (const FFrameAndPhase FrameAndPhase, const FDirtyPropertiesPool &Manager) const
 
const bool GetHeadFrameAndPhase (FFrameAndPhase &OutFrameAndPhase) const
 
void Release (FDirtyPropertiesPool &Manager)
 
void Reset ()
 
bool IsEmpty () const
 
void ClearEntryAndFuture (const FFrameAndPhase FrameAndPhase)
 
void ExtractBufferState (int32 &ValidCount, int32 &NextIterator) const
 
void RestoreBufferState (const int32 &ValidCount, const int32 &NextIterator)
 
bool IsClean (const FFrameAndPhase FrameAndPhase) const
 
template<typename THandle >
bool IsInSync (const THandle &Handle, const FFrameAndPhase FrameAndPhase, const FDirtyPropertiesPool &Pool) const
 
T & Insert (const FFrameAndPhase FrameAndPhase, FDirtyPropertiesPool &Manager)
 

Constructor & Destructor Documentation

◆ TParticlePropertyBuffer() [1/3]

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::TParticlePropertyBuffer ( int32  InCapacity)
inlineexplicit

◆ TParticlePropertyBuffer() [2/3]

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::TParticlePropertyBuffer ( TParticlePropertyBuffer< T, PropName > &&  Other)
inline

◆ TParticlePropertyBuffer() [3/3]

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::TParticlePropertyBuffer ( const TParticlePropertyBuffer< T, PropName > &  Other)
delete

◆ ~TParticlePropertyBuffer()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::~TParticlePropertyBuffer ( )
inline

Member Function Documentation

◆ ClearEntryAndFuture()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
void Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::ClearEntryAndFuture ( const FFrameAndPhase  FrameAndPhase)
inline

◆ ExtractBufferState()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
void Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::ExtractBufferState ( int32 ValidCount,
int32 NextIterator 
) const
inline

◆ GetHeadFrameAndPhase()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
const bool Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::GetHeadFrameAndPhase ( FFrameAndPhase OutFrameAndPhase) const
inline

◆ Insert()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
T & Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::Insert ( const FFrameAndPhase  FrameAndPhase,
FDirtyPropertiesPool Manager 
)
inline

◆ IsClean()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
bool Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::IsClean ( const FFrameAndPhase  FrameAndPhase) const
inline

◆ IsEmpty()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
bool Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::IsEmpty ( ) const
inline

◆ IsInSync()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
template<typename THandle >
bool Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::IsInSync ( const THandle Handle,
const FFrameAndPhase  FrameAndPhase,
const FDirtyPropertiesPool Pool 
) const
inline

◆ Read()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
const T * Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::Read ( const FFrameAndPhase  FrameAndPhase,
const FDirtyPropertiesPool Manager 
) const
inline

◆ Release()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
void Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::Release ( FDirtyPropertiesPool Manager)
inline

◆ Reset()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
void Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::Reset ( )
inline

◆ RestoreBufferState()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
void Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::RestoreBufferState ( const int32 ValidCount,
const int32 NextIterator 
)
inline

◆ WriteAccessMonotonic()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
T & Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::WriteAccessMonotonic ( const FFrameAndPhase  FrameAndPhase,
FDirtyPropertiesPool Manager 
)
inline

◆ WriteAccessNonDecreasing()

template<typename T , EChaosProperty PropName, bool bNoEntryIsHead = true>
T * Chaos::TParticlePropertyBuffer< T, PropName, bNoEntryIsHead >::WriteAccessNonDecreasing ( const FFrameAndPhase  FrameAndPhase,
FDirtyPropertiesPool Manager 
)
inline

The documentation for this class was generated from the following file: