// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "SimulationMaxDistanceConfigNode.generated.h" /** Maximum distance constraint property configuration node. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetSimulationMaxDistanceConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationMaxDistanceConfigNode, "SimulationMaxDistanceConfig", "Cloth", "Cloth Simulation MaxDistance Config") public: /** * The maximum distance a simulated particle can reach from its animated skinned cloth mesh position. * If a particle has 0 for its maximum distance, it is no longer considered dynamic, and becomes kinematic to follow its animated position. * 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 = "MaxDistance Properties", Meta = (UIMin = "0", UIMax = "100", ClampMin = "0", InteractorName = "MaxDistance")) FChaosClothAssetWeightedValue MaxDistance = { true, 0.f, 100.f, TEXT("MaxDistance") }; /** * Selection set of SimVertices3D that should be made kinematic regardless of the MaxDistance map value. */ UPROPERTY(VisibleAnywhere, Category = "MaxDistance Properties") FChaosClothAssetConnectableIStringValue InKinematic = { TEXT("") }; /** * The name of the kinematic vertex set generated by this node. * This is the union of InKinematic and any vertices which are below the solver max distance threshold. * The name of this set cannot be changed and is only provided for further tweaking. */ UPROPERTY(VisibleAnywhere, Category = "MaxDistance Properties", Meta = (DataflowOutput)) FString KinematicVertices3D; FChaosClothAssetSimulationMaxDistanceConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; virtual void EvaluateClothCollection(UE::Dataflow::FContext& Context, const TSharedRef& ClothCollection) const override; virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };