40 lines
2.0 KiB
C++
40 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ChaosClothAsset/SimulationBaseConfigNode.h"
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#include "ChaosClothAsset/WeightedValue.h"
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#include "SimulationAnimDriveConfigNode.generated.h"
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/** Anim drive properties configuration node. */
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetSimulationAnimDriveConfigNode : public FChaosClothAssetSimulationBaseConfigNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationAnimDriveConfigNode, "SimulationAnimDriveConfig", "Cloth", "Cloth Simulation AnimDrive Config")
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public:
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/**
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* The strength of the constraint driving the cloth towards the animated skinned/goal mesh.
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* If a valid weight map is found with the given Weight Map name, then both Low and High values
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* are interpolated with the per particle weight to make the final value used for the simulation.
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* Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful.
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*/
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UPROPERTY(EditAnywhere, Category = "AnimDrive Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", InteractorName = "AnimDriveStiffness"))
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FChaosClothAssetWeightedValue AnimDriveStiffness = { true, 0.f, 1.f, TEXT("AnimDriveStiffness") };
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/**
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* The damping amount of the anim drive.
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* If a valid weight map is found with the given Weight Map name, then both Low and High values
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* are interpolated with the per particle weight to make the final value used for the simulation.
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* Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful.
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*/
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UPROPERTY(EditAnywhere, Category = "AnimDrive Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", InteractorName = "AnimDriveDamping"))
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FChaosClothAssetWeightedValue AnimDriveDamping = { true, 0.f, 1.f, TEXT("AnimDriveDamping") };
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FChaosClothAssetSimulationAnimDriveConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
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private:
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virtual void AddProperties(FPropertyHelper& PropertyHelper) const override;
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};
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