32 lines
1.5 KiB
C++
32 lines
1.5 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 "SimulationPBDEdgeSpringConfigNode.generated.h"
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/** Edge spring constraint property configuration node. */
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USTRUCT(Meta = (DataflowCloth, Deprecated = "5.4"))
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struct FChaosClothAssetSimulationPBDEdgeSpringConfigNode : public FChaosClothAssetSimulationBaseConfigNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationPBDEdgeSpringConfigNode, "SimulationPBDEdgeSpringConfig", "Cloth", "Cloth Simulation PBD Edge Spring Config")
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public:
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/**
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* The Stiffness of segments constraints. Increase the iteration count for stiffer materials.
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* Increase the solver 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 = "PBDEdgeSpring Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"))
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FChaosClothAssetWeightedValue EdgeSpringStiffness = { true, 1.f, 1.f, TEXT("EdgeSpringStiffness") };
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FChaosClothAssetSimulationPBDEdgeSpringConfigNode(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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