// Copyright Epic Games, Inc. All Rights Reserved. #include "ChaosSolverConfiguration.h" #include "Chaos/PBDRigidsEvolutionGBF.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(ChaosSolverConfiguration) FChaosSolverConfiguration::FChaosSolverConfiguration() : PositionIterations(Chaos::FPBDRigidsEvolutionGBF::DefaultNumPositionIterations) , VelocityIterations(Chaos::FPBDRigidsEvolutionGBF::DefaultNumVelocityIterations) , ProjectionIterations(Chaos::FPBDRigidsEvolutionGBF::DefaultNumProjectionIterations) , CollisionMarginFraction(Chaos::FPBDRigidsEvolutionGBF::DefaultCollisionMarginFraction) , CollisionMarginMax(Chaos::FPBDRigidsEvolutionGBF::DefaultCollisionMarginMax) , CollisionCullDistance(Chaos::FPBDRigidsEvolutionGBF::DefaultCollisionCullDistance) , CollisionMaxPushOutVelocity(Chaos::FPBDRigidsEvolutionGBF::DefaultCollisionMaxPushOutVelocity) , CollisionInitialOverlapDepenetrationVelocity(Chaos::FPBDRigidsEvolutionGBF::DefaultCollisionDepenetrationVelocity) , ClusterConnectionFactor(1.0f) , ClusterUnionConnectionType(EClusterUnionMethod::DelaunayTriangulation) , bGenerateCollisionData(false) , bGenerateBreakData(false) , bGenerateTrailingData(false) , Iterations_DEPRECATED(Chaos::FPBDRigidsEvolutionGBF::DefaultNumPositionIterations) , PushOutIterations_DEPRECATED(Chaos::FPBDRigidsEvolutionGBF::DefaultNumVelocityIterations) , bGenerateContactGraph_DEPRECATED(true) { } void FChaosSolverConfiguration::MoveRenamedPropertyValues() { if (Iterations_DEPRECATED != Chaos::FPBDRigidsEvolutionGBF::DefaultNumPositionIterations) { PositionIterations = Iterations_DEPRECATED; } if (PushOutIterations_DEPRECATED != Chaos::FPBDRigidsEvolutionGBF::DefaultNumVelocityIterations) { VelocityIterations = PushOutIterations_DEPRECATED; } }