41 lines
2.1 KiB
C++
41 lines
2.1 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 "SimulationBackstopConfigNode.generated.h"
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/** Backstop properties configuration node. */
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetSimulationBackstopConfigNode : public FChaosClothAssetSimulationBaseConfigNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationBackstopConfigNode, "SimulationBackstopConfig", "Cloth", "Cloth Simulation Backstop Config")
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public:
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/**
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* The distance from the surface of a backstop collision sphere to its associated particle's skinned position along the mesh normal.
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* Can be positive or negative depending on the desired effect.
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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 = "Backstop Properties", Meta = (UIMin = "0", UIMax = "100", InteractorName = "BackstopDistance"))
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FChaosClothAssetWeightedValue BackstopDistance = { true, 0.f, 100.f, TEXT("BackstopDistance") };
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/**
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* The radius of the backstop sphere that each particle collides with.
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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 = "Backstop Properties", Meta = (UIMin = "0", UIMax = "100", ClampMin = "0", InteractorName = "BackstopRadius"))
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FChaosClothAssetWeightedValue BackstopRadius = { true, 0.f, 100.f, TEXT("BackstopRadius") };
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FChaosClothAssetSimulationBackstopConfigNode(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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