// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "SimulationXPBDEdgeSpringConfigNode.generated.h" /** XPBD edge spring constraint property configuration node. */ USTRUCT(Meta = (DataflowCloth, Deprecated = "5.2")) struct FChaosClothAssetSimulationXPBDEdgeSpringConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationXPBDEdgeSpringConfigNode, "SimulationXPBDEdgeSpringConfig", "Cloth", "Cloth Simulation XPBD Edge Spring Config") public: /** * The stiffness of the edge segment constraints. * 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 = "XPBDEdgeSpring Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "1000000000")) FChaosClothAssetWeightedValue XPBDEdgeSpringStiffness = { true, 100.f, 100.f, TEXT("XPBDEdgeSpringStiffness") }; /** * The damping of the edge segment constraints. * 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 = "XPBDEdgeSpring Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000")) FChaosClothAssetWeightedValue XPBDEdgeSpringDamping = { true, 1.f, 1.f, TEXT("XPBDEdgeSpringDamping") }; FChaosClothAssetSimulationXPBDEdgeSpringConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; };