79 lines
5.0 KiB
C++
79 lines
5.0 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 "ChaosClothAsset/SimulationConfigNodePropertyTypes.h"
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#include "SimulationPBDBendingElementConfigNode.generated.h"
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/** Bending element constraint property configuration node. */
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USTRUCT(Meta = (DataflowCloth, Deprecated = "5.4"))
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struct FChaosClothAssetSimulationPBDBendingElementConfigNode : public FChaosClothAssetSimulationBaseConfigNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationPBDBendingElementConfigNode, "SimulationPBDBendingElementConfig", "Cloth", "Cloth Simulation PBD Bending Element 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 = "PBDBendingElement Properties")
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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 = "PBDBendingElement Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", EditCondition = "RestAngleType == EChaosClothAssetRestAngleConstructionType::FlatnessRatio"))
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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 = "PBDBendingElement Properties", Meta = (UIMin = "-180", UIMax = "180", ClampMin = "-180", ClampMax = "180", EditCondition = "RestAngleType == EChaosClothAssetRestAngleConstructionType::RestAngle"))
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FChaosClothAssetWeightedValueNonAnimatable RestAngle = { 0.f, 0.f, TEXT("RestAngle") };
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/**
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* The Stiffness of the bending elements constraints. Increase the iteration count for stiffer materials.
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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 = "PBDBendingElement Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"))
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FChaosClothAssetWeightedValue BendingElementStiffness = { true, 1.f, 1.f, TEXT("BendingElementStiffness") };
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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 its bent past its rest configuration.
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*/
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UPROPERTY(EditAnywhere, Category = "PBDBendingElement Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"))
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float BucklingRatio = 0.5f;
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/**
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* The stiffness after buckling.
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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 = "PBDBendingElement Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", EditCondition = "BucklingRatio != 0"))
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FChaosClothAssetWeightedValue BucklingStiffness = { true, 0.9f, 0.9f, TEXT("BucklingStiffness") };
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FChaosClothAssetSimulationPBDBendingElementConfigNode(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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