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UnrealEngine/Engine/Plugins/ChaosClothAssetEditor/Source/ChaosClothAssetDataflowNodes/Public/ChaosClothAsset/SimulationPBDBendingElementConfigNode.h
2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ChaosClothAsset/SimulationBaseConfigNode.h"
#include "ChaosClothAsset/WeightedValue.h"
#include "ChaosClothAsset/SimulationConfigNodePropertyTypes.h"
#include "SimulationPBDBendingElementConfigNode.generated.h"
/** Bending element constraint property configuration node. */
USTRUCT(Meta = (DataflowCloth, Deprecated = "5.4"))
struct FChaosClothAssetSimulationPBDBendingElementConfigNode : public FChaosClothAssetSimulationBaseConfigNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationPBDBendingElementConfigNode, "SimulationPBDBendingElementConfig", "Cloth", "Cloth Simulation PBD Bending Element Config")
public:
/**
* Method for calculating the rest angles of the constraints.
*/
UPROPERTY(EditAnywhere, Category = "PBDBendingElement Properties")
EChaosClothAssetRestAngleConstructionType RestAngleType = EChaosClothAssetRestAngleConstructionType::Use3DRestAngles;
/**
* Calculate rest angles as a ratio between completely flat and whatever is the 3D rest angle.
* When FlatnessRatio = 0, this is equivalent to "Use3DRestAngles".
* When FlatnessRatio = 1, the rest angle will be 0 (completely flat).
* If a valid weight map is found with the given Weight Map name, then both Low and High values
* are interpolated with the per particle weight to make the final value used for the simulation.
* Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful.
*/
UPROPERTY(EditAnywhere, Category = "PBDBendingElement Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", EditCondition = "RestAngleType == EChaosClothAssetRestAngleConstructionType::FlatnessRatio"))
FChaosClothAssetWeightedValueNonAnimatable FlatnessRatio = { 0.f, 0.f, TEXT("FlatnessRatio") };
/**
* Set rest angles to be the explicit value set here (in degrees).
* 0 = Flat, Positive values fold away from the edge normal, Negative values fold toward the edge normal.
* When converting vertex weight values to edge values, the value with the smallest absolute value is selected.
* If a valid weight map is found with the given Weight Map name, then both Low and High values
* are interpolated with the per particle weight to make the final value used for the simulation.
* Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful.
*/
UPROPERTY(EditAnywhere, Category = "PBDBendingElement Properties", Meta = (UIMin = "-180", UIMax = "180", ClampMin = "-180", ClampMax = "180", EditCondition = "RestAngleType == EChaosClothAssetRestAngleConstructionType::RestAngle"))
FChaosClothAssetWeightedValueNonAnimatable RestAngle = { 0.f, 0.f, TEXT("RestAngle") };
/**
* The Stiffness of the bending elements constraints. Increase the iteration count for stiffer materials.
* If a valid weight map is found with the given Weight Map name, then both Low and High values
* are interpolated with the per particle weight to make the final value used for the simulation.
* Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful.
*/
UPROPERTY(EditAnywhere, Category = "PBDBendingElement Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"))
FChaosClothAssetWeightedValue BendingElementStiffness = { true, 1.f, 1.f, TEXT("BendingElementStiffness") };
/**
* 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.
* When Buckling Ratio = 0, the Buckling Stiffness will never be used. When BucklingRatio = 1, the Buckling Stiffness will be used as soon as its bent past its rest configuration.
*/
UPROPERTY(EditAnywhere, Category = "PBDBendingElement Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"))
float BucklingRatio = 0.5f;
/**
* The stiffness after buckling.
* The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle.
* Typically, Buckling Stiffness is set to be less than BendingElement Stiffness.
* Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness.
* If a valid weight map is found with the given Weight Map name, then both Low and High values
* are interpolated with the per particle weight to make the final value used for the simulation.
* Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful.
*/
UPROPERTY(EditAnywhere, Category = "PBDBendingElement Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", EditCondition = "BucklingRatio != 0"))
FChaosClothAssetWeightedValue BucklingStiffness = { true, 0.9f, 0.9f, TEXT("BucklingStiffness") };
FChaosClothAssetSimulationPBDBendingElementConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
private:
virtual void AddProperties(FPropertyHelper& PropertyHelper) const override;
};