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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ChaosClothAsset/SimulationBaseConfigNode.h"
#include "ChaosClothAsset/WeightedValue.h"
#include "SimulationPBDBendingSpringConfigNode.generated.h"
/** Bending spring constraint property configuration node. */
USTRUCT(Meta = (DataflowCloth, Deprecated = "5.4"))
struct FChaosClothAssetSimulationPBDBendingSpringConfigNode : public FChaosClothAssetSimulationBaseConfigNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationPBDBendingSpringConfigNode, "SimulationPBDBendingSpringConfig", "Cloth", "Cloth Simulation PBD Bending Spring Config")
public:
/**
* The Stiffness of cross segments and bending elements constraints
* Increase the solver iteration count for stiffer materials.
* 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 = "PBDBendingSpring Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1"))
FChaosClothAssetWeightedValue BendingSpringStiffness = { true, 1.f, 1.f, TEXT("BendingSpringStiffness") };
FChaosClothAssetSimulationPBDBendingSpringConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
private:
virtual void AddProperties(FPropertyHelper& PropertyHelper) const override;
};