| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/HairStrands/Source/HairStrandsNiagara/Public/NiagaraDataInterfaceHairStrands.h |
Include |
#include "NiagaraDataInterfaceHairStrands.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Strands", Meta=(DisplayName="Hair Strands"))
class UNiagaraDataInterfaceHairStrands : public UNiagaraDataInterface
Data Interface for the strand base
Name | Description | ||
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UGroomAsset ... |
DefaultSource |
Hair Strands Asset used to sample from when not overridden by a source actor from the scene. |
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AActor * |
SourceActor |
The source actor from which to sample |
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TWeakObjectPtr<... |
SourceComponent |
The source component from which to sample |
Name | Description | |
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UNiagaraDataInterfaceHairStrands ( |
Name | Description | ||
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AdvectNodeOrientation ( |
Add external torque to the angular velocity and advect node orientation |
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AdvectNodePosition ( |
Add external force to the linear velocity and advect node position |
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AttachNodeOrientation ( |
Update the root node position based on the current transform |
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AttachNodePosition ( |
Update the root node orientation based on the current transform |
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AttachNodeState ( |
Attach the node position and orientation to the transform or to the skin cache |
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BuildBoundingBox ( |
Build the groom bounding box |
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ComputeAirDragForce ( |
Compute the air drag force |
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ComputeEdgeDirection ( |
Compute the rest direction |
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ComputeEdgeLength ( |
Compute the edge length (diff between 2 nodes positions) |
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ComputeEdgeRotation ( |
Compute the edge orientation (diff between 2 nodes orientations) |
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ComputeLocalState ( |
Get the rest position and orientation relative to the transform or to the skin cache |
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ComputeMaterialFrame ( |
Compute the strands material frame |
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ComputeNodeInertia ( |
Get the strand node inertia |
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ComputeNodeMass ( |
Get the strand node mass |
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ComputeNodeOrientation ( |
Get the strand node orientation in world space |
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ComputeNodePosition ( |
Get the strand node position in world space |
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ComputeRestOrientation ( |
Compute the rest local orientation |
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ComputeRestPosition ( |
Compute the rest local position |
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EvalSkinnedPosition ( |
Eval the skinned position given a rest position |
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ExtractDatasAndResources ( |
Extract datas and resources |
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ExtractSourceComponent ( |
Update the source component |
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GetAirDrag ( |
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GetAirVelocity ( |
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GetBendDamping ( |
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GetBendScale ( |
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GetBendStiffness ( |
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GetBoxCenter ( |
Get the bounding box center |
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GetBoxExtent ( |
Get the bounding box extent |
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GetCollisionRadius ( |
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GetGravityVector ( |
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GetGridDimension ( |
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GetIterationCount ( |
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GetKineticFriction ( |
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GetNumStrands ( |
Get the number of strands |
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GetPointPosition ( |
Get the strand vertex position in world space |
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GetProjectBend ( |
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GetProjectCollision ( |
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GetProjectStretch ( |
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GetRadiusScale ( |
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GetSolveBend ( |
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GetSolveCollision ( |
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GetSolveStretch ( |
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GetStaticFriction ( |
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GetStrandsDensity ( |
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GetStrandSize ( |
Get the groom asset datas |
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GetStrandsSmoothing ( |
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GetStrandsThickness ( |
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GetStrandsViscosity ( |
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GetStretchDamping ( |
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GetStretchScale ( |
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GetStretchStiffness ( |
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GetSubSteps ( |
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GetThicknessScale ( |
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GetWorldInverse ( |
Get the world inverse |
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GetWorldTransform ( |
Get the world transform |
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HasGlobalInterpolation ( |
Check if we have a global interpolation |
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IsComponentValid() |
Check if the component is Valid |
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NeedSimulationReset ( |
Check if we need or not a simulation reset |
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ProjectAngularSpringMaterial ( |
Project the angular spring material |
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ProjectBendRodMaterial ( |
Project the bend rod material |
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ProjectDistanceSpringMaterial ( |
Project the distance spring material |
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ProjectHardCollisionConstraint ( |
Project the static collision constraint |
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ProjectSoftCollisionConstraint ( |
Project the soft collision constraint |
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ProjectStretchRodMaterial ( |
Project the stretch rod material |
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ResetPointPosition ( |
Reset the point position to be the rest one |
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SetupAngularSpringMaterial ( |
Setup the angular spring material |
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SetupBendRodMaterial ( |
Setup the bend rod material |
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SetupDistanceSpringMaterial ( |
Setup the distance spring material |
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SetupSoftCollisionConstraint ( |
Setup the soft collision constraint |
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SetupStretchRodMaterial ( |
Setup the stretch rod material |
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SolveAngularSpringMaterial ( |
Solve the angular spring material |
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SolveBendRodMaterial ( |
Solve the bend rod material |
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SolveDistanceSpringMaterial ( |
Solve the distance spring material |
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SolveHardCollisionConstraint ( |
Solve the static collision constraint |
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SolveSoftCollisionConstraint ( |
Solve the soft collision constraint |
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SolveStretchRodMaterial ( |
Solve the stretch rod material |
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UpdateAngularVelocity ( |
Update the node angular velocity based on the node orientation difference |
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UpdateLinearVelocity ( |
Update the node linear velocity based on the node position difference |
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UpdateMaterialFrame ( |
Update the strands material frame |
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UpdateNodeState ( |
Update the node position and orientation based on rbf transfer |
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UpdatePointPosition ( |
Report the node displacement onto the points position |
Name | Description | ||
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CanExecuteOnTarget ( |
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CopyToInternal ( |
Copy one niagara DI to this |
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DestroyPerInstanceData ( |
Destroys the per instance data for this interface. |
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Equals ( |
Determines if this DataInterface is the same as another. |
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GetCommonHLSL ( |
Allows data interfaces to provide common functionality that will be shared across interfaces on that type. |
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GetFunctionHLSL ( |
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GetFunctions ( |
UNiagaraDataInterface Interface |
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GetParameterDefinitionHLSL ( |
GPU simulation functionality |
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GetVMExternalFunction ( |
Returns the delegate for the passed function signature. |
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InitPerInstanceData ( |
Initializes the per instance data for this interface. |
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PerInstanceDataSize() |
Returns the size of the per instance data for this interface. |
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PerInstanceTick ( |
Ticks the per instance data for this interface, if it has any. |
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ProvidePerInstanceDataForRenderThread ( |
Subclasses that wish to work with GPU systems/emitters must implement this. |
Name | Description | ||
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BindParameters ( |
Methods that operate on an instance of type FNiagaraDataInterfaceParametersCS*, created by the above CreateComputeParameters() method |
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FNiagaraData... |
CreateComputeParameters() |
Constructs the correct CS parameter type for this DI (if any). |
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const FTypeL... |
GetComputeParametersTypeDesc() |
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SetParameters ( |
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UnsetParameters ( |
Name | Description | ||
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PostInitProperties() |
UObject Interface |
Name |
Description |
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BoundingBoxBufferAName |
Name of bounding box buffer |
BoundingBoxBufferBName |
Name of node bound buffer |
BoxCenterName |
Name of the box center |
BoxExtentName |
Name of the box extent |
CurvesOffsetsBufferName |
Name of the curves offsets buffer |
DeformedPositionBufferName |
Name of the points positions buffer |
DeformedPositionOffsetName |
Deformed center of all the position |
DeformedRootOffsetName |
Deformed center of all the roots |
DeformedTrianglePositionAName |
Deformed position of the triangle vertex A |
DeformedTrianglePositionBName |
Deformed position of the triangle vertex A |
DeformedTrianglePositionCName |
Deformed position of the triangle vertex A |
InterpolationModeName |
Param to check if the roots have been attached to the skin |
MeshSampleWeightsName |
Rbf sample weights |
NumStrandsName |
Name of the number of strands |
ParamsScaleBufferName |
Params scale buffer |
ResetSimulationName |
Boolean to check if we need to rest the simulation |
RestPositionBufferName |
Name of the nodes positions buffer |
RestPositionOffsetName |
Rest center of all the position |
RestRootOffsetName |
Rest center of all the roots |
RestSamplePositionsName |
Rbf Sample rest positions |
RestTrianglePositionAName |
Rest position of the triangle vertex A |
RestTrianglePositionBName |
Rest position of the triangle vertex B |
RestTrianglePositionCName |
Rest position of the triangle vertex C |
RootBarycentricCoordinatesName |
Root barycentric coordinates |
SampleCountName |
Number of samples for rbf interpolation |
StrandSizeName |
Name of the strand size |
WorldInverseName |
Name of the world transform |
WorldRotationName |
Name of the world rotation |
WorldTransformName |
Name of the world transform |