Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionSQAccelerator.h
Marcus Wassmer cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00

24 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Physics/SQAccelerator.h"
#if INCLUDE_CHAOS
class UGeometryCollectionComponent;
class FGeometryCollectionSQAccelerator : public ISQAccelerator
{
public:
virtual void Raycast(const FVector& Start, const FVector& Dir, FPhysicsHitCallback<FHitRaycast>& HitBuffer, EHitFlags OutputFlags, FQueryFlags QueryFlags, const FCollisionFilterData& QueryFilter, FCollisionQueryFilterCallback& QueryCallback) const override;
virtual void Sweep(const FPhysicsGeometry& QueryGeom, const FTransform& StartTM, const FVector& Dir, FPhysicsHitCallback<FHitSweep>& HitBuffer, EHitFlags OutputFlags, FQueryFlags QueryFlags, const FCollisionFilterData& QueryFilter, FCollisionQueryFilterCallback& QueryCallback) const override;
virtual void Overlap(const FPhysicsGeometry& QueryGeom, const FTransform& GeomPose, FPhysicsHitCallback<FHitOverlap>& HitBuffer, FQueryFlags QueryFlags, const FCollisionFilterData& QueryFilter, FCollisionQueryFilterCallback& QueryCallback) const override;
virtual ~FGeometryCollectionSQAccelerator() {}
void AddComponent(UGeometryCollectionComponent* Component);
void RemoveComponent(UGeometryCollectionComponent* Component);
private:
TSet<UGeometryCollectionComponent*> Components;
};
#endif