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