117 lines
4.7 KiB
C
117 lines
4.7 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/Execution/RigUnit_Physics.h"
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#ifdef CONTROLRIG_RigUnit_Physics_generated_h
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#error "RigUnit_Physics.generated.h already included, missing '#pragma once' in RigUnit_Physics.h"
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#endif
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#define CONTROLRIG_RigUnit_Physics_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_HierarchyAddPhysicsSolver ********************************
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struct Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsSolver_Statics;
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#define FRigUnit_HierarchyAddPhysicsSolver_Execute() \
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void FRigUnit_HierarchyAddPhysicsSolver::StaticExecute( \
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FControlRigExecuteContext& ExecuteContext, \
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const FName& Name, \
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FRigPhysicsSolverID& Solver \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_Physics_h_14_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsSolver_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 FName& Name, \
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FRigPhysicsSolverID& Solver \
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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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const FName& Name = *(FName*)RigVMMemoryHandles[0].GetInputData(); \
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FRigPhysicsSolverID& Solver = *(FRigPhysicsSolverID*)RigVMMemoryHandles[1].GetOutputData(); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
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Name, \
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Solver \
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); \
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} \
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typedef FRigUnit_DynamicHierarchyBaseMutable Super;
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struct FRigUnit_HierarchyAddPhysicsSolver;
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// ********** End ScriptStruct FRigUnit_HierarchyAddPhysicsSolver **********************************
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// ********** Begin ScriptStruct FRigUnit_HierarchyAddPhysicsJoint *********************************
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struct Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsJoint_Statics;
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#define FRigUnit_HierarchyAddPhysicsJoint_Execute() \
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void FRigUnit_HierarchyAddPhysicsJoint::StaticExecute( \
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FControlRigExecuteContext& ExecuteContext, \
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const FTransform& Transform, \
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const FRigPhysicsSolverID& Solver, \
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const FRigElementKey& Parent, \
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const FName& Name, \
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FRigElementKey& Item \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_Physics_h_38_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsJoint_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 FTransform& Transform, \
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const FRigPhysicsSolverID& Solver, \
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const FRigElementKey& Parent, \
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const FName& Name, \
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FRigElementKey& Item \
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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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const FTransform& Transform = *(FTransform*)RigVMMemoryHandles[0].GetInputData(); \
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const FRigPhysicsSolverID& Solver = *(FRigPhysicsSolverID*)RigVMMemoryHandles[1].GetInputData(); \
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const FRigElementKey& Parent = *(FRigElementKey*)RigVMMemoryHandles[2].GetInputData(); \
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const FName& Name = *(FName*)RigVMMemoryHandles[3].GetInputData(); \
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FRigElementKey& Item = *(FRigElementKey*)RigVMMemoryHandles[4].GetOutputData(); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
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Transform, \
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Solver, \
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Parent, \
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Name, \
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Item \
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); \
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} \
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typedef FRigUnit_HierarchyAddElement Super;
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struct FRigUnit_HierarchyAddPhysicsJoint;
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// ********** End ScriptStruct FRigUnit_HierarchyAddPhysicsJoint ***********************************
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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_Execution_RigUnit_Physics_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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