190 lines
16 KiB
C++
190 lines
16 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 "ChaosClothAsset/SimulationConfigNodePropertyTypes.h"
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#include "SimulationBendingConfigNode.generated.h"
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/** Bending constraint property configuration node. */
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetSimulationBendingConfigNode : public FChaosClothAssetSimulationBaseConfigNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationBendingConfigNode, "SimulationBendingConfig", "Cloth", "Cloth Simulation Bending Config")
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public:
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/**
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* Method for calculating the rest angles of the constraints.
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*/
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UPROPERTY(EditAnywhere, Category = "Bending Types")
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EChaosClothAssetRestAngleConstructionType RestAngleType = EChaosClothAssetRestAngleConstructionType::Use3DRestAngles;
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/**
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* Calculate rest angles as a ratio between completely flat and whatever is the 3D rest angle.
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* When FlatnessRatio = 0, this is equivalent to "Use3DRestAngles".
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* When FlatnessRatio = 1, the rest angle will be 0 (completely flat).
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", EditCondition = "RestAngleType == EChaosClothAssetRestAngleConstructionType::FlatnessRatio", EditConditionHides))
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FChaosClothAssetWeightedValueNonAnimatable FlatnessRatio = { 0.f, 0.f, TEXT("FlatnessRatio") };
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/**
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* Set rest angles to be the explicit value set here (in degrees).
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* 0 = Flat, Positive values fold away from the edge normal, Negative values fold toward the edge normal.
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* When converting vertex weight values to edge values, the value with the smallest absolute value is selected.
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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 = "Bending Properties", Meta = (UIMin = "-180", UIMax = "180", ClampMin = "-180", ClampMax = "180", EditCondition = "RestAngleType == EChaosClothAssetRestAngleConstructionType::RestAngle", EditConditionHides))
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FChaosClothAssetWeightedValueNonAnimatable RestAngle = { 0.f, 0.f, TEXT("RestAngle") };
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/** Constraint solver type */
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UPROPERTY(EditAnywhere, Category = "Bending Types")
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EChaosClothAssetConstraintSolverType SolverType = EChaosClothAssetConstraintSolverType::PBD;
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/** Constraint distribution type */
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UPROPERTY(EditAnywhere, Category = "Bending Types", Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides))
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EChaosClothAssetConstraintDistributionType DistributionType = EChaosClothAssetConstraintDistributionType::Isotropic;
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/** Constraint method type */
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UPROPERTY(EditAnywhere, Category = "Bending Types", Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::PBD || DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic", EditConditionHides))
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EChaosClothAssetBendingConstraintType ConstraintType = EChaosClothAssetBendingConstraintType::HingeAngles;
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/**
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* The stiffness of the bending constraints in the warp (vertical) direction.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BendingStiffnessWarp"))
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FChaosClothAssetWeightedValue BendingStiffnessWarp = { true, 100.f, 100.f, TEXT("BendingStiffnessWarp"), true };
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/**
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* The stiffness of the bending constraints in the weft (horizontal) direction.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BendingStiffnessWeft"))
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FChaosClothAssetWeightedValue BendingStiffnessWeft = { true, 100.f, 100.f, TEXT("BendingStiffnessWeft"), true };
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/**
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* The stiffness of the bending constraints in the bias (diagonal) direction.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BendingStiffnessBias"))
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FChaosClothAssetWeightedValue BendingStiffnessBias = { true, 100.f, 100.f, TEXT("BendingStiffnessBias"), true };
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/**
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* The damping of the bending anisotropic constraints, relative to critical damping.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000"), Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic", EditConditionHides, InteractorName = "BendingDamping"))
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FChaosClothAssetWeightedValue BendingAnisoDamping = { true, 1.f, 1.f, TEXT("BendingAnisoDamping"), true };
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/**
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* Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness.
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* When Buckling Ratio = 0, the Buckling Stiffness will never be used. When BucklingRatio = 1, the Buckling Stiffness will be used as soon as it's bent past its rest configuration.
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*/
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UPROPERTY(EditAnywhere, Category = "Bending Properties", DisplayName = "Aniso Buckling Ratio", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"), Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic", EditConditionHides, InteractorName = "BucklingRatio"))
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FChaosClothAssetWeightedValue AnisoBucklingRatio= { true, 0.5f, 0.5f, TEXT("BucklingRatio"), true };
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/**
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* The stiffness after buckling in the warp (vertical) direction.
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* The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle.
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* Typically, Buckling Stiffness is set to be less than BendingElement Stiffness.
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* Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BucklingStiffnessWarp"))
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FChaosClothAssetWeightedValue BucklingStiffnessWarp = { true, 50.f, 50.f, TEXT("BucklingStiffnessWarp"), true };
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/**
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* The stiffness after buckling in the weft (horizontal) direction.
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* The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle.
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* Typically, Buckling Stiffness is set to be less than BendingElement Stiffness.
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* Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BucklingStiffnessWeft"))
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FChaosClothAssetWeightedValue BucklingStiffnessWeft = { true, 50.f, 50.f, TEXT("BucklingStiffnessWeft"), true };
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/**
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* The stiffness after buckling in the bias (diagonal) direction.
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* The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle.
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* Typically, Buckling Stiffness is set to be less than BendingElement Stiffness.
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* Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "BucklingStiffnessBias"))
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FChaosClothAssetWeightedValue BucklingStiffnessBias = { true, 50.f, 50.f, TEXT("BucklingStiffnessBias"), true };
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/**
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* The Stiffness of the bending constraints. Increase the iteration count for stiffer materials.
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* Note that PBD stiffnesses will be internally clamped to [0,1].
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000"), Meta = (EditCondition = "((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD)", EditConditionHides, InteractorName = "BendingStiffness"))
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FChaosClothAssetWeightedValue BendingStiffness = { true, 1.f, 1.f, TEXT("BendingStiffness") };
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/**
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* The damping of the bending constraints, relative to critical damping.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000"), Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic ", EditConditionHides, InteractorName = "BendingDamping"))
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FChaosClothAssetWeightedValue BendingDamping = { true, 1.f, 1.f, TEXT("BendingDamping") };
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/**
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* The stiffness after buckling.
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* The constraint will use this stiffness instead of bending Stiffness once the cloth has buckled, i.e., bent beyond a certain angle.
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* Typically, Buckling Stiffness is set to be less than Bending Stiffness.
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* Note that PBD stiffnesses will be internally clamped to [0,1].
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* Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness.
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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 = "Bending Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000", EditCondition = "((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD) && ConstraintType == EChaosClothAssetBendingConstraintType::HingeAngles", EditConditionHides, InteractorName = "BucklingStiffness"))
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FChaosClothAssetWeightedValue BucklingStiffness = { true, 0.9f, 0.9f, TEXT("BucklingStiffness") };
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/**
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* Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness.
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* When Buckling Ratio = 0, the Buckling Stiffness will never be used. When BucklingRatio = 1, the Buckling Stiffness will be used as soon as it's bent past its rest configuration.
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*/
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UPROPERTY(EditAnywhere, Category = "Bending Properties", DisplayName = "Buckling Ratio", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"), Meta = (EditCondition = "((DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD) || SolverType == EChaosClothAssetConstraintSolverType::PBD) && ConstraintType == EChaosClothAssetBendingConstraintType::HingeAngles", EditConditionHides, InteractorName = "BucklingRatio"))
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FChaosClothAssetWeightedValue BucklingRatioWeighted = { true, 0.5f, 0.5f, TEXT("BucklingRatio") };
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FChaosClothAssetSimulationBendingConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
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virtual void Serialize(FArchive& Ar) override;
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private:
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// Deprecated properties
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#if WITH_EDITORONLY_DATA
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static constexpr float BucklingRatioDeprecatedDefault = 0.5f;
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UPROPERTY()
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float BucklingRatio_DEPRECATED = BucklingRatioDeprecatedDefault;
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#endif
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virtual void AddProperties(FPropertyHelper& PropertyHelper) const override;
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};
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