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Copy pathPhysicsInterfaceUtils.h
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42 lines (32 loc) · 1.8 KB
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "PhysXPublic.h"
#include "Containers/Union.h"
#include "Physics/PhysicsInterfaceTypes.h"
#include "PhysicsInterfaceUtilsCore.h"
#include "PhysicsReplicationInterface.h"
#include "PhysicsReplicationLODInterface.h"
#include "Misc/CoreMiscDefines.h"
class FPhysScene_PhysX;
struct FConstraintInstance;
// FILTER DATA
/** Utility for creating a filter data object for performing a query (trace) against the scene */
UE_DEPRECATED(5.7, "Use CreateChaosQueryFilterData instead") ENGINE_API FCollisionFilterData CreateQueryFilterData(const uint8 MyChannel, const bool bTraceComplex, const FCollisionResponseContainer& InCollisionResponseContainer, const struct FCollisionQueryParams& QueryParam, const struct FCollisionObjectQueryParams & ObjectParam, const bool bMultitrace);
ENGINE_API Chaos::Filter::FQueryFilterData CreateChaosQueryFilterData(const uint8 MyChannel, const bool bTraceComplex, const FCollisionResponseContainer& InCollisionResponseContainer, const struct FCollisionQueryParams& QueryParam, const struct FCollisionObjectQueryParams & ObjectParam, const bool bMultitrace);
struct FConstraintBrokenDelegateData
{
FConstraintBrokenDelegateData(FConstraintInstance* ConstraintInstance);
void DispatchOnBroken()
{
OnConstraintBrokenDelegate.ExecuteIfBound(ConstraintIndex);
}
FOnConstraintBroken OnConstraintBrokenDelegate;
int32 ConstraintIndex;
};
/** Interface for the creation of customized physics replication.*/
class IPhysicsReplicationFactory
{
public:
virtual TUniquePtr<IPhysicsReplication> CreatePhysicsReplication(FPhysScene* OwningPhysScene) { return nullptr; }
virtual TUniquePtr<IPhysicsReplicationLOD> CreatePhysicsReplicationLOD(FPhysScene* OwningPhysScene) { return nullptr; }
};