Update GPUClothSimulator

Schaken 2025-01-21 19:04:50 -05:00
parent c3622731c5
commit 628ea58f3e

@ -3,9 +3,8 @@
The component attached to the Cloth. With this component you can maximize your customization and optimization by sending a mass amount of data to the GPU to process.
<a href="https://i.imgur.com/AMI4kUv.png"><img align="right" src="https://i.imgur.com/AMI4kUv.png" width="500"></a>
# Debugging
![https://i.imgur.com/AMI4kUv.png](https://i.imgur.com/AMI4kUv.png)
## Enable/Disable Debugging
Bool: Default False.
@ -22,9 +21,8 @@ Function
* Sets all values beck to default values.
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<a href="https://i.imgur.com/EqORBAY.png"><img align="right" src="https://i.imgur.com/EqORBAY.png" width="500"></a>
# Simulation Parameters
![https://i.imgur.com/EqORBAY.png](https://i.imgur.com/EqORBAY.png)
## Time Step
Float: Default 0.009.
@ -40,8 +38,8 @@ Float: Default 1.
Calculation: (Lerp(0.1, 1, VertexMasses\[id.x]) * Mass. (See Tutorial links for more info)
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<a href="https://i.imgur.com/HFrClcM.png"><img align="right" src="https://i.imgur.com/HFrClcM.png" width="500"></a>
# External Forces
![https://i.imgur.com/HFrClcM.png](https://i.imgur.com/HFrClcM.png)
## Gravity Direction
Enum: Default Y-Minus.
@ -56,9 +54,8 @@ Vector3: Default Vector3.zero.
* Change the values to control which direction the wind is coming from, if any.
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<a href="https://i.imgur.com/cOlth9c.png"><img align="right" src="https://i.imgur.com/cOlth9c.png" width="500"></a>
# Distance Constraint
![https://i.imgur.com/cOlth9c.png](https://i.imgur.com/cOlth9c.png)
## Compression Stiffness
Float: Min 0, Max 10, Default 1.
@ -69,8 +66,8 @@ Float: Min 0, Max 10, Default 4.
* Stretch Stiffness: The amount of resistance applied to the cloth to keep it from STRETCHING.
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<a href="https://i.imgur.com/y8xVcsv.png"><img align="right" src="https://i.imgur.com/y8xVcsv.png" width="500"></a>
# Bending Constraint
![https://i.imgur.com/y8xVcsv.png](https://i.imgur.com/y8xVcsv.png)
## Bending Method
Enum: Default DihedralMethod.
@ -94,8 +91,8 @@ Float: Min 0, Max 1, Default 0.57.
* Limits the ability to bend by a value.
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<a href="https://i.imgur.com/4Xr3X5z.png"><img align="right" src="https://i.imgur.com/4Xr3X5z.png" width="500"></a>
# Velocity Damping
![https://i.imgur.com/4Xr3X5z.png](https://i.imgur.com/4Xr3X5z.png)
## Damping Method
Enum: Default SmartDamping
@ -109,8 +106,8 @@ Float: Min 0, Max 0.5, Default 0.025.
* This controls the damping value of the unpinned vertices. The more damping, the slower and more restricted the vertices are.
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<a href="https://i.imgur.com/R30Lkym.png"><img align="right" src="https://i.imgur.com/R30Lkym.png" width="500"></a>
# Pinned Constraints
![https://i.imgur.com/R30Lkym.png](https://i.imgur.com/R30Lkym.png)
## Pinned Constraints
List\<Int\>: Default 0.
@ -120,8 +117,8 @@ List\<Int\>: Default 0.
*Note: When you click the "Add Vertice" it will add a new entry to the list, and it will default to 0. if you forget to change it then it will not hurt anything.*
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<a href="https://i.imgur.com/OqSoVxj.png"><img align="right" src="https://i.imgur.com/OqSoVxj.png" width="500"></a>
# Constraint Weightmap
![https://i.imgur.com/OqSoVxj.png](https://i.imgur.com/OqSoVxj.png)
## Show Gizmos
Bool: Default false.
@ -160,8 +157,8 @@ Function
* Prints a list of all vertices controlled by the Pinned weight map to the console for debugging purposes.
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<a href="https://i.imgur.com/BjJWfQw.png"><img align="right" src="https://i.imgur.com/BjJWfQw.png" width="500"></a>
# Collision
![https://i.imgur.com/BjJWfQw.png](https://i.imgur.com/BjJWfQw.png)
## Double Sided Collision
Bool: Default True.
@ -184,8 +181,8 @@ Object Field
* Enter the Collider type here.
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<a href="https://i.imgur.com/sNWxj7l.png"><img align="right" src="https://i.imgur.com/sNWxj7l.png" width="500"></a>
# Compute Shader
![https://i.imgur.com/sNWxj7l.png](https://i.imgur.com/sNWxj7l.png)
## PBDClothSolver
Object Field