// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "SimulationXPBDAnisoSpringConfigNode.generated.h" /** XPBD anisotropic spring constraint property configuration node. */ USTRUCT(Meta = (DataflowCloth, Deprecated = "5.4")) struct FChaosClothAssetSimulationXPBDAnisoSpringConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationXPBDAnisoSpringConfigNode, "SimulationXPBDAnisoSpringConfig", "Cloth", "Cloth Simulation XPBD Anisotropic Spring Config") public: /** Whether to use the 3D draped space as rest lengths, or use the 2D pattern space instead. */ UPROPERTY(EditAnywhere, Category = "XPBDAnisoSpring Properties") bool bXPBDAnisoSpringUse3dRestLengths = true; /** * The stiffness of the stretch 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000")) FChaosClothAssetWeightedValue XPBDAnisoSpringStiffnessWarp = { true, 100.f, 100.f, TEXT("XPBDAnisoSpringStiffnessWarp") }; /** * The stiffness of the stretch 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000")) FChaosClothAssetWeightedValue XPBDAnisoSpringStiffnessWeft = { true, 100.f, 100.f, TEXT("XPBDAnisoSpringStiffnessWeft") }; /** * The stiffness of the stretch 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000")) FChaosClothAssetWeightedValue XPBDAnisoSpringStiffnessBias = { true, 100.f, 100.f, TEXT("XPBDAnisoSpringStiffnessBias") }; /** * The damping of the stretch 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000")) FChaosClothAssetWeightedValue XPBDAnisoSpringDamping = { true, 1.f, 1.f, TEXT("XPBDAnisoSpringDamping") }; /** * The scale of the stretch constraints at rest 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "10000000")) FChaosClothAssetWeightedValue XPBDAnisoSpringWarpScale = { true, 1.f, 1.f, TEXT("XPBDAnisoSpringWarpScale") }; /** * The scale of the stretch constraints at rest 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "10000000")) FChaosClothAssetWeightedValue XPBDAnisoSpringWeftScale = { true, 1.f, 1.f, TEXT("XPBDAnisoStretchWeftSpringScale") }; FChaosClothAssetSimulationXPBDAnisoSpringConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; };