211 lines
9.7 KiB
C
211 lines
9.7 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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/*===========================================================================
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Generated code exported from UnrealHeaderTool.
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DO NOT modify this manually! Edit the corresponding .h files instead!
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===========================================================================*/
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// IWYU pragma: private, include "Units/Highlevel/Harmonics/RigUnit_BoneHarmonics.h"
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#ifdef CONTROLRIG_RigUnit_BoneHarmonics_generated_h
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#error "RigUnit_BoneHarmonics.generated.h already included, missing '#pragma once' in RigUnit_BoneHarmonics.h"
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#endif
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#define CONTROLRIG_RigUnit_BoneHarmonics_generated_h
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#include "UObject/ObjectMacros.h"
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#include "UObject/ScriptMacros.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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// ********** Begin ScriptStruct FRigUnit_BoneHarmonics_BoneTarget *********************************
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struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_BoneTarget_Statics;
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_14_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_BoneTarget_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct();
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struct FRigUnit_BoneHarmonics_BoneTarget;
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// ********** End ScriptStruct FRigUnit_BoneHarmonics_BoneTarget ***********************************
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// ********** Begin ScriptStruct FRigUnit_Harmonics_TargetItem *************************************
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struct Z_Construct_UScriptStruct_FRigUnit_Harmonics_TargetItem_Statics;
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_39_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_Harmonics_TargetItem_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct();
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struct FRigUnit_Harmonics_TargetItem;
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// ********** End ScriptStruct FRigUnit_Harmonics_TargetItem ***************************************
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// ********** Begin ScriptStruct FRigUnit_BoneHarmonics_WorkData ***********************************
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struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_WorkData_Statics;
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_64_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_WorkData_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct();
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struct FRigUnit_BoneHarmonics_WorkData;
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// ********** End ScriptStruct FRigUnit_BoneHarmonics_WorkData *************************************
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// ********** Begin ScriptStruct FRigUnit_BoneHarmonics ********************************************
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struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_Statics;
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#define FRigUnit_BoneHarmonics_Execute() \
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void FRigUnit_BoneHarmonics::StaticExecute( \
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FControlRigExecuteContext& ExecuteContext, \
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const TArrayView<const FRigUnit_BoneHarmonics_BoneTarget>& Bones, \
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const FVector& WaveSpeed, \
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const FVector& WaveFrequency, \
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const FVector& WaveAmplitude, \
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const FVector& WaveOffset, \
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const FVector& WaveNoise, \
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const ERigVMAnimEasingType WaveEase, \
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const float WaveMinimum, \
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const float WaveMaximum, \
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const EEulerRotationOrder RotationOrder, \
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const bool bPropagateToChildren, \
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FRigUnit_BoneHarmonics_WorkData& WorkData \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_84_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
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virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \
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UE_API void Execute(FControlRigExecuteContext& InExecuteContext); \
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static void UE_API StaticExecute( \
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FControlRigExecuteContext& ExecuteContext, \
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const TArrayView<const FRigUnit_BoneHarmonics_BoneTarget>& Bones, \
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const FVector& WaveSpeed, \
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const FVector& WaveFrequency, \
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const FVector& WaveAmplitude, \
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const FVector& WaveOffset, \
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const FVector& WaveNoise, \
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const ERigVMAnimEasingType WaveEase, \
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const float WaveMinimum, \
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const float WaveMaximum, \
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const EEulerRotationOrder RotationOrder, \
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const bool bPropagateToChildren, \
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FRigUnit_BoneHarmonics_WorkData& WorkData \
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); \
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FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
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FRigVMExtendedExecuteContext& RigVMExecuteContext, \
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FRigVMMemoryHandleArray RigVMMemoryHandles, \
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FRigVMPredicateBranchArray RigVMBranches \
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) \
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{ \
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TArray<FRigUnit_BoneHarmonics_BoneTarget>& Bones = *(TArray<FRigUnit_BoneHarmonics_BoneTarget>*)RigVMMemoryHandles[0].GetInputData(); \
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const FVector& WaveSpeed = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \
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const FVector& WaveFrequency = *(FVector*)RigVMMemoryHandles[2].GetInputData(); \
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const FVector& WaveAmplitude = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \
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const FVector& WaveOffset = *(FVector*)RigVMMemoryHandles[4].GetInputData(); \
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const FVector& WaveNoise = *(FVector*)RigVMMemoryHandles[5].GetInputData(); \
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const ERigVMAnimEasingType WaveEase = *(ERigVMAnimEasingType*)RigVMMemoryHandles[6].GetInputData(); \
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const float WaveMinimum = *(float*)RigVMMemoryHandles[7].GetInputData(); \
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const float WaveMaximum = *(float*)RigVMMemoryHandles[8].GetInputData(); \
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const EEulerRotationOrder RotationOrder = *(EEulerRotationOrder*)RigVMMemoryHandles[9].GetInputData(); \
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const bool bPropagateToChildren = *(bool*)RigVMMemoryHandles[10].GetInputData(); \
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FRigUnit_BoneHarmonics_WorkData& WorkData = *(FRigUnit_BoneHarmonics_WorkData*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
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Bones, \
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WaveSpeed, \
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WaveFrequency, \
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WaveAmplitude, \
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WaveOffset, \
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WaveNoise, \
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WaveEase, \
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WaveMinimum, \
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WaveMaximum, \
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RotationOrder, \
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bPropagateToChildren, \
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WorkData \
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); \
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} \
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typedef FRigUnit_HighlevelBaseMutable Super;
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struct FRigUnit_BoneHarmonics;
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// ********** End ScriptStruct FRigUnit_BoneHarmonics **********************************************
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// ********** Begin ScriptStruct FRigUnit_ItemHarmonics ********************************************
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struct Z_Construct_UScriptStruct_FRigUnit_ItemHarmonics_Statics;
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#define FRigUnit_ItemHarmonics_Execute() \
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void FRigUnit_ItemHarmonics::StaticExecute( \
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FControlRigExecuteContext& ExecuteContext, \
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const TArrayView<const FRigUnit_Harmonics_TargetItem>& Targets, \
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const FVector& WaveSpeed, \
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const FVector& WaveFrequency, \
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const FVector& WaveAmplitude, \
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const FVector& WaveOffset, \
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const FVector& WaveNoise, \
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const ERigVMAnimEasingType WaveEase, \
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const float WaveMinimum, \
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const float WaveMaximum, \
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const EEulerRotationOrder RotationOrder, \
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FRigUnit_BoneHarmonics_WorkData& WorkData \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_156_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_ItemHarmonics_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
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virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \
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UE_API void Execute(FControlRigExecuteContext& InExecuteContext); \
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static void UE_API StaticExecute( \
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FControlRigExecuteContext& ExecuteContext, \
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const TArrayView<const FRigUnit_Harmonics_TargetItem>& Targets, \
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const FVector& WaveSpeed, \
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const FVector& WaveFrequency, \
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const FVector& WaveAmplitude, \
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const FVector& WaveOffset, \
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const FVector& WaveNoise, \
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const ERigVMAnimEasingType WaveEase, \
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const float WaveMinimum, \
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const float WaveMaximum, \
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const EEulerRotationOrder RotationOrder, \
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FRigUnit_BoneHarmonics_WorkData& WorkData \
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); \
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FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
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FRigVMExtendedExecuteContext& RigVMExecuteContext, \
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FRigVMMemoryHandleArray RigVMMemoryHandles, \
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FRigVMPredicateBranchArray RigVMBranches \
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) \
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{ \
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TArray<FRigUnit_Harmonics_TargetItem>& Targets = *(TArray<FRigUnit_Harmonics_TargetItem>*)RigVMMemoryHandles[0].GetInputData(); \
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const FVector& WaveSpeed = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \
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const FVector& WaveFrequency = *(FVector*)RigVMMemoryHandles[2].GetInputData(); \
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const FVector& WaveAmplitude = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \
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const FVector& WaveOffset = *(FVector*)RigVMMemoryHandles[4].GetInputData(); \
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const FVector& WaveNoise = *(FVector*)RigVMMemoryHandles[5].GetInputData(); \
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const ERigVMAnimEasingType WaveEase = *(ERigVMAnimEasingType*)RigVMMemoryHandles[6].GetInputData(); \
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const float WaveMinimum = *(float*)RigVMMemoryHandles[7].GetInputData(); \
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const float WaveMaximum = *(float*)RigVMMemoryHandles[8].GetInputData(); \
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const EEulerRotationOrder RotationOrder = *(EEulerRotationOrder*)RigVMMemoryHandles[9].GetInputData(); \
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FRigUnit_BoneHarmonics_WorkData& WorkData = *(FRigUnit_BoneHarmonics_WorkData*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
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Targets, \
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WaveSpeed, \
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WaveFrequency, \
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WaveAmplitude, \
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WaveOffset, \
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WaveNoise, \
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WaveEase, \
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WaveMinimum, \
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WaveMaximum, \
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RotationOrder, \
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WorkData \
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); \
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} \
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typedef FRigUnit_HighlevelBaseMutable Super;
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struct FRigUnit_ItemHarmonics;
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// ********** End ScriptStruct FRigUnit_ItemHarmonics **********************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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