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Also: -Add the missing DestroyActors() implementation to stop leaking particles when the cloth asset are modified. -Reimplement the collision visualization to draw the actual simulation collisions rather than the asset collision volumes. -Split the collision creation from CreateActors into new functions. -Fixed the size of the capsule colllision in the Chaos Cloth visualization. -Slight general tidy up. #rb Benn.Gallagher, Jaco.VanDyk #ROBOMERGE-SOURCE: CL 9547657 via CL 9547681 #ROBOMERGE-BOT: (v521-9539702) [CL 9547683 by kriss gossart in Main branch]
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "ClothCollisionData.h"
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void FClothCollisionData::Reset()
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{
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Spheres.Reset();
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SphereConnections.Reset();
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Convexes.Reset();
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Boxes.Reset();
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}
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void FClothCollisionData::Append(const FClothCollisionData& InOther)
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{
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const int32 NumSpheresBefore = Spheres.Num();
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const int32 NumSphereConnectionsBefore = SphereConnections.Num();
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Spheres.Append(InOther.Spheres);
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SphereConnections.Append(InOther.SphereConnections);
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const int32 NumSphereConnectionsAfter = SphereConnections.Num();
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if(NumSpheresBefore > 0)
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{
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// Each connection that was added needs to have its sphere indices increased to match the new spheres that were added
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for(int32 NewConnectionIndex = NumSphereConnectionsBefore; NewConnectionIndex < NumSphereConnectionsAfter; ++NewConnectionIndex)
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{
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FClothCollisionPrim_SphereConnection& Connection = SphereConnections[NewConnectionIndex];
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Connection.SphereIndices[0] += NumSpheresBefore;
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Connection.SphereIndices[1] += NumSpheresBefore;
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}
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}
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Convexes.Append(InOther.Convexes);
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Boxes.Append(InOther.Boxes);
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} |