// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "ChaosClothAsset/SimulationConfigNodePropertyTypes.h" #include "SimulationBendingConfigNode.generated.h" /** Bending constraint property configuration node. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetSimulationBendingConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationBendingConfigNode, "SimulationBendingConfig", "Cloth", "Cloth Simulation Bending Config") public: /** * Method for calculating the rest angles of the constraints. */ UPROPERTY(EditAnywhere, Category = "Bending Types") EChaosClothAssetRestAngleConstructionType RestAngleType = EChaosClothAssetRestAngleConstructionType::Use3DRestAngles; /** * Calculate rest angles as a ratio between completely flat and whatever is the 3D rest angle. * When FlatnessRatio = 0, this is equivalent to "Use3DRestAngles". * When FlatnessRatio = 1, the rest angle will be 0 (completely flat). * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", EditCondition = "RestAngleType == EChaosClothAssetRestAngleConstructionType::FlatnessRatio", EditConditionHides)) FChaosClothAssetWeightedValueNonAnimatable FlatnessRatio = { 0.f, 0.f, TEXT("FlatnessRatio") }; /** * Set rest angles to be the explicit value set here (in degrees). * 0 = Flat, Positive values fold away from the edge normal, Negative values fold toward the edge normal. * When converting vertex weight values to edge values, the value with the smallest absolute value is selected. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "-180", UIMax = "180", ClampMin = "-180", ClampMax = "180", EditCondition = "RestAngleType == EChaosClothAssetRestAngleConstructionType::RestAngle", EditConditionHides)) FChaosClothAssetWeightedValueNonAnimatable RestAngle = { 0.f, 0.f, TEXT("RestAngle") }; /** Constraint solver type */ UPROPERTY(EditAnywhere, Category = "Bending Types") EChaosClothAssetConstraintSolverType SolverType = EChaosClothAssetConstraintSolverType::PBD; /** Constraint distribution type */ UPROPERTY(EditAnywhere, Category = "Bending Types", Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides)) EChaosClothAssetConstraintDistributionType DistributionType = EChaosClothAssetConstraintDistributionType::Isotropic; /** Constraint method type */ UPROPERTY(EditAnywhere, Category = "Bending Types", Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::PBD || DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic", EditConditionHides)) EChaosClothAssetBendingConstraintType ConstraintType = EChaosClothAssetBendingConstraintType::HingeAngles; /** * The stiffness of the bending constraints in the warp (vertical) direction. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BendingStiffnessWarp")) FChaosClothAssetWeightedValue BendingStiffnessWarp = { true, 100.f, 100.f, TEXT("BendingStiffnessWarp"), true }; /** * The stiffness of the bending constraints in the weft (horizontal) direction. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BendingStiffnessWeft")) FChaosClothAssetWeightedValue BendingStiffnessWeft = { true, 100.f, 100.f, TEXT("BendingStiffnessWeft"), true }; /** * The stiffness of the bending constraints in the bias (diagonal) direction. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BendingStiffnessBias")) FChaosClothAssetWeightedValue BendingStiffnessBias = { true, 100.f, 100.f, TEXT("BendingStiffnessBias"), true }; /** * The damping of the bending anisotropic constraints, relative to critical damping. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000"), Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic", EditConditionHides, InteractorName = "BendingDamping")) FChaosClothAssetWeightedValue BendingAnisoDamping = { true, 1.f, 1.f, TEXT("BendingAnisoDamping"), true }; /** * Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness. * When Buckling Ratio = 0, the Buckling Stiffness will never be used. When BucklingRatio = 1, the Buckling Stiffness will be used as soon as it's bent past its rest configuration. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", DisplayName = "Aniso Buckling Ratio", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"), Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic", EditConditionHides, InteractorName = "BucklingRatio")) FChaosClothAssetWeightedValue AnisoBucklingRatio= { true, 0.5f, 0.5f, TEXT("BucklingRatio"), true }; /** * The stiffness after buckling in the warp (vertical) direction. * The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle. * Typically, Buckling Stiffness is set to be less than BendingElement Stiffness. * Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BucklingStiffnessWarp")) FChaosClothAssetWeightedValue BucklingStiffnessWarp = { true, 50.f, 50.f, TEXT("BucklingStiffnessWarp"), true }; /** * The stiffness after buckling in the weft (horizontal) direction. * The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle. * Typically, Buckling Stiffness is set to be less than BendingElement Stiffness. * Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BucklingStiffnessWeft")) FChaosClothAssetWeightedValue BucklingStiffnessWeft = { true, 50.f, 50.f, TEXT("BucklingStiffnessWeft"), true }; /** * The stiffness after buckling in the bias (diagonal) direction. * The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle. * Typically, Buckling Stiffness is set to be less than BendingElement Stiffness. * Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BucklingStiffnessBias")) FChaosClothAssetWeightedValue BucklingStiffnessBias = { true, 50.f, 50.f, TEXT("BucklingStiffnessBias"), true }; /** * The Stiffness of the bending constraints. Increase the iteration count for stiffer materials. * Note that PBD stiffnesses will be internally clamped to [0,1]. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000"), Meta = (EditCondition = "((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD)", EditConditionHides, InteractorName = "BendingStiffness")) FChaosClothAssetWeightedValue BendingStiffness = { true, 1.f, 1.f, TEXT("BendingStiffness") }; /** * The damping of the bending constraints, relative to critical damping. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000"), Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic ", EditConditionHides, InteractorName = "BendingDamping")) FChaosClothAssetWeightedValue BendingDamping = { true, 1.f, 1.f, TEXT("BendingDamping") }; /** * The stiffness after buckling. * The constraint will use this stiffness instead of bending Stiffness once the cloth has buckled, i.e., bent beyond a certain angle. * Typically, Buckling Stiffness is set to be less than Bending Stiffness. * Note that PBD stiffnesses will be internally clamped to [0,1]. * Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness. * If a valid weight map is found with the given Weight Map name, then both Low and High values * are interpolated with the per particle weight to make the final value used for the simulation. * Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000", EditCondition = "((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD) && ConstraintType == EChaosClothAssetBendingConstraintType::HingeAngles", EditConditionHides, InteractorName = "BucklingStiffness")) FChaosClothAssetWeightedValue BucklingStiffness = { true, 0.9f, 0.9f, TEXT("BucklingStiffness") }; /** * Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness. * When Buckling Ratio = 0, the Buckling Stiffness will never be used. When BucklingRatio = 1, the Buckling Stiffness will be used as soon as it's bent past its rest configuration. */ UPROPERTY(EditAnywhere, Category = "Bending Properties", DisplayName = "Buckling Ratio", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"), Meta = (EditCondition = "((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD) && ConstraintType == EChaosClothAssetBendingConstraintType::HingeAngles", EditConditionHides, InteractorName = "BucklingRatio")) FChaosClothAssetWeightedValue BucklingRatioWeighted = { true, 0.5f, 0.5f, TEXT("BucklingRatio") }; FChaosClothAssetSimulationBendingConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); virtual void Serialize(FArchive& Ar) override; private: // Deprecated properties #if WITH_EDITORONLY_DATA static constexpr float BucklingRatioDeprecatedDefault = 0.5f; UPROPERTY() float BucklingRatio_DEPRECATED = BucklingRatioDeprecatedDefault; #endif virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; };