#include <ClothCollisionData.h>
◆ Append()
◆ AppendTransformed()
◆ AppendUnique()
Append collision data, but only the individual collision elements that don't already exist as to avoid duplicates. @Note This is an expensive operation and therefore it is best to call Append() on the first batch of collision data to merge right after a Reset().
◆ IsEmpty()
| bool FClothCollisionData::IsEmpty |
( |
| ) |
const |
|
inline |
◆ Reset()
| void FClothCollisionData::Reset |
( |
| ) |
|
◆ Boxes
◆ Convexes
◆ SphereConnections
◆ Spheres
The documentation for this struct was generated from the following files: