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

130 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ChaosClothAsset/SimulationBaseConfigNode.h"
#include "ChaosClothAsset/WeightedValue.h"
#include "ChaosClothAsset/SimulationConfigNodePropertyTypes.h"
#include "SimulationStretchConfigNode.generated.h"
/** Stretching constraint property configuration node. */
USTRUCT(Meta = (DataflowCloth))
struct FChaosClothAssetSimulationStretchConfigNode : public FChaosClothAssetSimulationBaseConfigNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationStretchConfigNode, "SimulationStretchConfig", "Cloth", "Cloth Simulation Stretching Config")
public:
/** Whether to use the 3D draped space as rest lengths, or use the 2D pattern space instead. */
UPROPERTY(EditAnywhere, Category = "Stretch Types")
bool bStretchUse3dRestLengths = true;
/** Constraint solver type. */
UPROPERTY(EditAnywhere, Category = "Stretch Types")
EChaosClothAssetConstraintSolverType SolverType = EChaosClothAssetConstraintSolverType::PBD;
/** Constraint distribution type. */
UPROPERTY(EditAnywhere, Category = "Stretch Types", Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides))
EChaosClothAssetConstraintDistributionType DistributionType = EChaosClothAssetConstraintDistributionType::Isotropic;
/** Add an area constraint in case of isotropic distribution */
UPROPERTY(EditAnywhere, Category = "Stretch Types", Meta = (EditCondition = "((SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic) || SolverType == EChaosClothAssetConstraintSolverType::PBD)", EditConditionHides))
bool bAddAreaConstraint = true;
/**
* The stiffness of the stretch constraints in the warp (vertical) direction.
* 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "StretchStiffnessWarp"))
FChaosClothAssetWeightedValue StretchStiffnessWarp = { true, 100.f, 100.f, TEXT("StretchStiffnessWarp"),true };
/**
* The stiffness of the stretch constraints in the weft (horizontal) direction.
* 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "StretchStiffnessWeft"))
FChaosClothAssetWeightedValue StretchStiffnessWeft = { true, 100.f, 100.f, TEXT("StretchStiffnessWeft"), true };
/**
* The stiffness of the stretch constraints in the bias (diagonal) direction.
* 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic && SolverType == EChaosClothAssetConstraintSolverType::XPBD", EditConditionHides, InteractorName = "StretchStiffnessBias"))
FChaosClothAssetWeightedValue StretchStiffnessBias = { true, 100.f, 100.f, TEXT("StretchStiffnessBias"), true };
/**
*
* The damping of the stretch anisotropic constraints, relative to critical damping.
* 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000", EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic", EditConditionHides, InteractorName = "StretchDamping"))
FChaosClothAssetWeightedValue StretchAnisoDamping = { true, 1.f, 1.f, TEXT("StretchAnisoDamping"), true };
/**
* The stiffness of the stretch constraints. Note that PBD stiffnesses will be internally clamped to [0,1].
* 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "1000000000", EditCondition = "(SolverType == EChaosClothAssetConstraintSolverType::PBD || DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic)", EditConditionHides, InteractorName = "StretchStiffness"))
FChaosClothAssetWeightedValue StretchStiffness = { true, 1.f, 1.f, TEXT("StretchStiffness") };
/**
*
* The damping of the stretch constraints, relative to critical damping.
* 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000", EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic", EditConditionHides, InteractorName = "StretchDamping"))
FChaosClothAssetWeightedValue StretchDamping = { true, 1.f, 1.f, TEXT("StretchDamping") };
/**
* Enable StretchWarp and WeftScale.
* This adds a small amount of memory and computational cost, so this is optional for the least expensive constraint type (PBD)
*/
UPROPERTY(EditAnywhere, Category = "Stretch Properties", Meta = (EditCondition = "SolverType == EChaosClothAssetConstraintSolverType::PBD", EditConditionHides))
bool bEnableStretchWarpAndWeftScale = false;
/**
* The scale of the stretch constraints at rest in the warp (vertical) direction.
* 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "10000000", EditCondition = "(SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic) || (bEnableStretchWarpAndWeftScale && SolverType == EChaosClothAssetConstraintSolverType::PBD)", EditConditionHides, InteractorName = "StretchWarpScale"))
FChaosClothAssetWeightedValue StretchWarpScale = { true, 1.f, 1.f, TEXT("StretchWarpScale") };
/**
* The scale of the stretch constraints at rest in the weft (horizontal) direction.
* 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "10000000", EditCondition = "(SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Anisotropic) || (bEnableStretchWarpAndWeftScale && SolverType == EChaosClothAssetConstraintSolverType::PBD)", EditConditionHides, InteractorName = "StretchWeftScale"))
FChaosClothAssetWeightedValue StretchWeftScale = { true, 1.f, 1.f, TEXT("StretchWeftScale") };
/**
* The stiffness of the surface area preservation constraints. Note that PBD stiffnesses will be internally clamped to [0,1].
* Increase the solver 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 = "Stretch Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "bAddAreaConstraint == true && ((SolverType == EChaosClothAssetConstraintSolverType::XPBD && DistributionType == EChaosClothAssetConstraintDistributionType::Isotropic) || SolverType == EChaosClothAssetConstraintSolverType::PBD)", EditConditionHides, InteractorName = "AreaStiffness"))
FChaosClothAssetWeightedValue AreaStiffness = { true, 1.f, 1.f, TEXT("AreaStiffness") };
FChaosClothAssetSimulationStretchConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
private:
virtual void AddProperties(FPropertyHelper& PropertyHelper) const override;
};