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UnrealEngine/Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshNodes/Public/Dataflow/ChaosFleshSetFleshDefaultPropertiesNode.h
2025-05-18 13:04:45 +08:00

53 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "Dataflow/ChaosFleshNodesUtility.h"
#include "ChaosFleshSetFleshDefaultPropertiesNode.generated.h"
USTRUCT(meta = (DataflowFlesh))
struct FSetFleshDefaultPropertiesNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FSetFleshDefaultPropertiesNode, "SetFleshDefaultProperties", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
public:
UPROPERTY(EditAnywhere, Category = "Dataflow")
float Density = 1.f;
UPROPERTY(EditAnywhere, Category = "Dataflow")
float VertexStiffness = 1e6;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float VertexDamping = 0.f;
/*Sets incompressibility on vertex basis. 0.6 is default behavior.
1 means absolutely incompressible. 0 means no incompressibility constraint on the material */
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.00001", ClampMax = "1.0", UIMin = "0.00001", UIMax = "1.0"))
float VertexIncompressibility = 0.6f;
/*Sets inflation on vertex basis. 0.5 means no inflation/deflation.
1 means inflation to 2X volume on each dimension. 0 means the material is deflated to 0 volume.*/
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.00001", UIMin = "0.00001"))
float VertexInflation = 0.5f;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
FSetFleshDefaultPropertiesNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};