// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "SimulationPBDBendingElementConfigNode.h" #include "SimulationXPBDAnisoBendingConfigNode.generated.h" /** XPBD anisotropic bending constraint property configuration node. */ USTRUCT(Meta = (DataflowCloth, Deprecated = "5.4")) struct FChaosClothAssetSimulationXPBDAnisoBendingConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationXPBDAnisoBendingConfigNode, "SimulationXPBDAnisoBendingConfig", "Cloth", "Cloth Simulation XPBD Anisotropic Bending Config") public: /** * Method for calculating the rest angles of the constraints. */ UPROPERTY(EditAnywhere, Category = "XPBDAnisoBending Properties") EChaosClothAssetRestAngleConstructionType XPBDAnisoRestAngleType = EChaosClothAssetRestAngleConstructionType::Use3DRestAngles; /** * Calculate rest angles as a ratio between completely flat and whatever is the 3D rest angle. * When FlatnessRatio = 0, this is equivalent to "Use3DRestAngles". * When FlatnessRatio = 1, the rest angle will be 0 (completely flat). * 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", EditCondition = "XPBDAnisoRestAngleType == EChaosClothAssetRestAngleConstructionType::FlatnessRatio")) FChaosClothAssetWeightedValueNonAnimatable XPBDAnisoFlatnessRatio = { 0.f, 0.f, TEXT("XPBDAnisoFlatnessRatio") }; /** * Set rest angles to be the explicit value set here (in degrees). * 0 = Flat, Positive values fold away from the edge normal, Negative values fold toward the edge normal. * When converting vertex weight values to edge values, the value with the smallest absolute value is selected. * 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "-180", UIMax = "180", ClampMin = "-180", ClampMax = "180", EditCondition = "XPBDAnisoRestAngleType == EChaosClothAssetRestAngleConstructionType::RestAngle")) FChaosClothAssetWeightedValueNonAnimatable XPBDAnisoRestAngle = { 0.f, 0.f, TEXT("XPBDAnisoRestAngle") }; /** * The stiffness of the bending 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000")) FChaosClothAssetWeightedValue XPBDAnisoBendingStiffnessWarp = { true, 100.f, 100.f, TEXT("XPBDAnisoBendingStiffnessWarp") }; /** * The stiffness of the bending 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000")) FChaosClothAssetWeightedValue XPBDAnisoBendingStiffnessWeft = { true, 100.f, 100.f, TEXT("XPBDAnisoBendingStiffnessWeft") }; /** * The stiffness of the bending 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000")) FChaosClothAssetWeightedValue XPBDAnisoBendingStiffnessBias = { true, 100.f, 100.f, TEXT("XPBDAnisoBendingStiffnessBias") }; /** * The damping of the bending 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "10", ClampMin = "0", ClampMax = "1000")) FChaosClothAssetWeightedValue XPBDAnisoBendingDamping = { true, 1.f, 1.f, TEXT("XPBDAnisoBendingDamping") }; /** * Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness. * When Buckling Ratio = 0, the Buckling Stiffness will never be used. When BucklingRatio = 1, the Buckling Stiffness will be used as soon as its bent past its rest configuration. */ UPROPERTY(EditAnywhere, Category = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1")) float XPBDAnisoBucklingRatio = 0.5f; /** * The stiffness after buckling in the warp (vertical) direction. * The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle. * Typically, Buckling Stiffness is set to be less than BendingElement Stiffness. * Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness. * 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "XPBDAnisoBucklingRatio != 0")) FChaosClothAssetWeightedValue XPBDAnisoBucklingStiffnessWarp = { true, 50.f, 50.f, TEXT("XPBDAnisoBucklingStiffnessWarp") }; /** * The stiffness after buckling in the weft (horizontal) direction. * The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle. * Typically, Buckling Stiffness is set to be less than BendingElement Stiffness. * Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness. * 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "XPBDAnisoBucklingRatio != 0")) FChaosClothAssetWeightedValue XPBDAnisoBucklingStiffnessWeft = { true, 50.f, 50.f, TEXT("XPBDAnisoBucklingStiffnessWeft") }; /** * The stiffness after buckling in the bias (diagonal) direction. * The constraint will use this stiffness instead of element Stiffness once the cloth has buckled, i.e., bent beyond a certain angle. * Typically, Buckling Stiffness is set to be less than BendingElement Stiffness. * Buckling Ratio determines the switch point between using BendingElement Stiffness and Buckling Stiffness. * 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 = "XPBDAnisoBending Properties", Meta = (UIMin = "0", UIMax = "10000", ClampMin = "0", ClampMax = "10000000", EditCondition = "XPBDAnisoBucklingRatio != 0")) FChaosClothAssetWeightedValue XPBDAnisoBucklingStiffnessBias = { true, 50.f, 50.f, TEXT("XPBDAnisoBucklingStiffnessBias") }; FChaosClothAssetSimulationXPBDAnisoBendingConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; };