49 lines
2.5 KiB
C++
49 lines
2.5 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 "SimulationMaxDistanceConfigNode.generated.h"
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/** Maximum distance constraint property configuration node. */
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetSimulationMaxDistanceConfigNode : public FChaosClothAssetSimulationBaseConfigNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationMaxDistanceConfigNode, "SimulationMaxDistanceConfig", "Cloth", "Cloth Simulation MaxDistance Config")
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public:
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/**
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* The maximum distance a simulated particle can reach from its animated skinned cloth mesh position.
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* If a particle has 0 for its maximum distance, it is no longer considered dynamic, and becomes kinematic to follow its animated position.
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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 = "MaxDistance Properties", Meta = (UIMin = "0", UIMax = "100", ClampMin = "0", InteractorName = "MaxDistance"))
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FChaosClothAssetWeightedValue MaxDistance = { true, 0.f, 100.f, TEXT("MaxDistance") };
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/**
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* Selection set of SimVertices3D that should be made kinematic regardless of the MaxDistance map value.
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*/
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UPROPERTY(VisibleAnywhere, Category = "MaxDistance Properties")
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FChaosClothAssetConnectableIStringValue InKinematic = { TEXT("") };
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/**
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* The name of the kinematic vertex set generated by this node.
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* This is the union of InKinematic and any vertices which are below the solver max distance threshold.
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* The name of this set cannot be changed and is only provided for further tweaking.
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*/
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UPROPERTY(VisibleAnywhere, Category = "MaxDistance Properties", Meta = (DataflowOutput))
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FString KinematicVertices3D;
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FChaosClothAssetSimulationMaxDistanceConfigNode(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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virtual void EvaluateClothCollection(UE::Dataflow::FContext& Context, const TSharedRef<FManagedArrayCollection>& ClothCollection) const override;
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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