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

41 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ClothPhysicalMeshDataBase_Legacy.h"
#include "Containers/Array.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "ClothPhysicalMeshDataNv_Legacy.generated.h"
class UObject;
/**
* Deprecated, use FClothPhysicalMeshData instead.
* NV specific spatial simulation data for a mesh.
*/
UCLASS(MinimalAPI)
class UClothPhysicalMeshDataNv_Legacy: public UClothPhysicalMeshDataBase_Legacy
{
GENERATED_BODY()
public:
CLOTHINGSYSTEMRUNTIMENV_API UClothPhysicalMeshDataNv_Legacy();
CLOTHINGSYSTEMRUNTIMENV_API virtual ~UClothPhysicalMeshDataNv_Legacy();
// The distance that each vertex can move away from its reference (skinned) position
UPROPERTY()
TArray<float> MaxDistances;
// Distance along the plane of the surface that the particles can travel (separation constraint)
UPROPERTY()
TArray<float> BackstopDistances;
// Radius of movement to allow for backstop movement
UPROPERTY()
TArray<float> BackstopRadiuses;
// Strength of anim drive per-particle (spring driving particle back to skinned location
UPROPERTY()
TArray<float> AnimDriveMultipliers;
};