Files
UnrealEngine/Engine/Source/Runtime/ClothingSystemRuntimeInterface/Public/ClothConfigBase.h
2025-05-18 13:04:45 +08:00

67 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "Misc/AssertionMacros.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "ClothConfigBase.generated.h"
/**
* Base class for simulator specific simulation controls.
* Each cloth instance on a skeletal mesh can have a unique cloth config
*/
UCLASS(Abstract, MinimalAPI)
class UClothConfigBase : public UObject
{
GENERATED_BODY()
public:
CLOTHINGSYSTEMRUNTIMEINTERFACE_API UClothConfigBase();
CLOTHINGSYSTEMRUNTIMEINTERFACE_API virtual ~UClothConfigBase();
/** Return wherether to pre-compute self collision data. */
CLOTHINGSYSTEMRUNTIMEINTERFACE_API virtual bool NeedsSelfCollisionData() const
PURE_VIRTUAL(UClothConfigBase::NeedsSelfCollisionData, return false;);
/** Return wherether to pre-compute inverse masses. */
CLOTHINGSYSTEMRUNTIMEINTERFACE_API virtual bool NeedsInverseMasses() const
PURE_VIRTUAL(UClothConfigBase::NeedsInverseMasses, return false;);
/** Return wherether to pre-compute the influences. */
CLOTHINGSYSTEMRUNTIMEINTERFACE_API virtual bool NeedsNumInfluences() const
PURE_VIRTUAL(UClothConfigBase::NeedsNumInfluences, return false;);
/** Return wherether to pre-compute the long range attachment tethers. */
CLOTHINGSYSTEMRUNTIMEINTERFACE_API virtual bool NeedsTethers() const
PURE_VIRTUAL(UClothConfigBase::NeedsTethers, return false;);
/** Return the self collision radius to precomute self collision data. */
CLOTHINGSYSTEMRUNTIMEINTERFACE_API virtual float GetSelfCollisionRadius() const
PURE_VIRTUAL(UClothConfigBase::GetSelfCollisionRadius, return 0.f;);
/** Return whether tethers need to be calculated using geodesic distances instead of eclidean. */
CLOTHINGSYSTEMRUNTIMEINTERFACE_API virtual bool TethersUseGeodesicDistance() const
PURE_VIRTUAL(UClothConfigBase::TethersUseGeodesicDistance, return false;);
};
/**
* These settings are shared between all instances on a skeletal mesh
* Deprecated, use UClothConfigBase instead.
*/
UCLASS(Abstract, Deprecated, MinimalAPI)
class UDEPRECATED_ClothSharedSimConfigBase : public UObject
{
GENERATED_BODY()
public:
UDEPRECATED_ClothSharedSimConfigBase() {}
virtual ~UDEPRECATED_ClothSharedSimConfigBase() {}
/**
* Return a new updated cloth shared config migrated from this current object.
*/
virtual UClothConfigBase* Migrate() { return nullptr; }
};