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

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4.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ChaosClothAsset/SimulationBaseConfigNode.h"
#include "ChaosClothAsset/WeightedValue.h"
#include "SimulationXPBDAnisoSpringConfigNode.generated.h"
/** XPBD anisotropic spring constraint property configuration node. */
USTRUCT(Meta = (DataflowCloth, Deprecated = "5.4"))
struct FChaosClothAssetSimulationXPBDAnisoSpringConfigNode : public FChaosClothAssetSimulationBaseConfigNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationXPBDAnisoSpringConfigNode, "SimulationXPBDAnisoSpringConfig", "Cloth", "Cloth Simulation XPBD Anisotropic Spring Config")
public:
/** Whether to use the 3D draped space as rest lengths, or use the 2D pattern space instead. */
UPROPERTY(EditAnywhere, Category = "XPBDAnisoSpring Properties")
bool bXPBDAnisoSpringUse3dRestLengths = 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000"))
FChaosClothAssetWeightedValue XPBDAnisoSpringStiffnessWarp = { true, 100.f, 100.f, TEXT("XPBDAnisoSpringStiffnessWarp") };
/**
* 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000"))
FChaosClothAssetWeightedValue XPBDAnisoSpringStiffnessWeft = { true, 100.f, 100.f, TEXT("XPBDAnisoSpringStiffnessWeft") };
/**
* 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000"))
FChaosClothAssetWeightedValue XPBDAnisoSpringStiffnessBias = { true, 100.f, 100.f, TEXT("XPBDAnisoSpringStiffnessBias") };
/**
* 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000"))
FChaosClothAssetWeightedValue XPBDAnisoSpringDamping = { true, 1.f, 1.f, TEXT("XPBDAnisoSpringDamping") };
/**
* 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "10000000"))
FChaosClothAssetWeightedValue XPBDAnisoSpringWarpScale = { true, 1.f, 1.f, TEXT("XPBDAnisoSpringWarpScale") };
/**
* 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 = "XPBDAnisoSpring Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "10000000"))
FChaosClothAssetWeightedValue XPBDAnisoSpringWeftScale = { true, 1.f, 1.f, TEXT("XPBDAnisoStretchWeftSpringScale") };
FChaosClothAssetSimulationXPBDAnisoSpringConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
private:
virtual void AddProperties(FPropertyHelper& PropertyHelper) const override;
};