|
| | FAnalyticImplicitGroup () |
| |
| | FAnalyticImplicitGroup (const FName &InBoneName, const int32 InBoneIndex) |
| |
| | FAnalyticImplicitGroup (const FAnalyticImplicitGroup &)=delete |
| |
| | FAnalyticImplicitGroup (FAnalyticImplicitGroup &&Other) |
| |
| | ~FAnalyticImplicitGroup () |
| |
| void | Init (const int32 NumStructures, const bool DoCollGeom=true) |
| |
| int32 | NumStructures () const |
| |
| bool | IsValid () |
| |
| const FName & | GetBoneName () const |
| |
| const int32 | GetBoneIndex () const |
| |
| void | SetParentBoneIndex (const int32 InParentBoneIndex) |
| |
| const int32 | GetParentBoneIndex () const |
| |
| void | SetRigidBodyId (const int32 InRigidBodyId) |
| |
| int32 | GetRigidBodyId () const |
| |
| void | SetRigidBodyState (const EObjectStateTypeEnum State) |
| |
| EObjectStateTypeEnum | GetRigidBodyState () const |
| |
| int32 | Add (const FTransform &InitialXf, Chaos::FSphere *Sphere) |
| |
| int32 | Add (const FTransform &InitialXf, Chaos::TBox< Chaos::FReal, 3 > *Box) |
| |
| int32 | Add (const FTransform &InitialXf, Chaos::FCapsule *Capsule) |
| |
| int32 | Add (const FTransform &InitialXf, Chaos::FTaperedCylinder *TaperedCylinder) |
| |
| int32 | Add (const FTransform &InitialXf, Chaos::FConvex *ConvexHull) |
| |
| int32 | Add (const FTransform &InitialXf, Chaos::FLevelSet *LevelSet) |
| |
| void | SetCollisionTopology (const int32 Index, TArray< Chaos::FVec3 > &&Points, TArray< Chaos::TVec3< int32 > > &&Triangles) |
| |
| const TArray< FTransform > & | GetInitialStructureTransforms () const |
| |
| void | ResetTransforms () |
| |
| Chaos::FMassProperties | BuildMassProperties (const Chaos::FReal Density, Chaos::FReal &TotalMass) |
| |
| TArray< Chaos::FVec3 > * | BuildSamplePoints (const Chaos::FReal ParticlesPerUnitArea, const int32 MinParticles, const int32 MaxParticles) |
| |
| TArray< Chaos::TVec3< int32 > > | BuildSampleTopology () const |
| |
| Chaos::FImplicitObject * | BuildSimImplicitObject () |
| |
A collection of analytic implicit shapes parented to a single transform, in a hierarchy of transforms.
Currently we use this class to represent bones even if they don't have any implicit shapes.