146 lines
7.3 KiB
C
146 lines
7.3 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/Simulation/RigUnit_PointSimulation.h"
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#ifdef CONTROLRIG_RigUnit_PointSimulation_generated_h
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#error "RigUnit_PointSimulation.generated.h already included, missing '#pragma once' in RigUnit_PointSimulation.h"
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#endif
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#define CONTROLRIG_RigUnit_PointSimulation_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_PointSimulation_DebugSettings ****************************
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struct Z_Construct_UScriptStruct_FRigUnit_PointSimulation_DebugSettings_Statics;
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h_19_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_PointSimulation_DebugSettings_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct();
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struct FRigUnit_PointSimulation_DebugSettings;
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// ********** End ScriptStruct FRigUnit_PointSimulation_DebugSettings ******************************
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// ********** Begin ScriptStruct FRigUnit_PointSimulation_BoneTarget *******************************
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struct Z_Construct_UScriptStruct_FRigUnit_PointSimulation_BoneTarget_Statics;
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h_71_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_PointSimulation_BoneTarget_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct();
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struct FRigUnit_PointSimulation_BoneTarget;
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// ********** End ScriptStruct FRigUnit_PointSimulation_BoneTarget *********************************
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// ********** Begin ScriptStruct FRigUnit_PointSimulation_WorkData *********************************
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struct Z_Construct_UScriptStruct_FRigUnit_PointSimulation_WorkData_Statics;
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h_109_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_PointSimulation_WorkData_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct();
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struct FRigUnit_PointSimulation_WorkData;
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// ********** End ScriptStruct FRigUnit_PointSimulation_WorkData ***********************************
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// ********** Begin ScriptStruct FRigUnit_PointSimulation ******************************************
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struct Z_Construct_UScriptStruct_FRigUnit_PointSimulation_Statics;
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#define FRigUnit_PointSimulation_Execute() \
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void FRigUnit_PointSimulation::StaticExecute( \
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FRigVMExecuteContext& ExecuteContext, \
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const TArrayView<const FRigVMSimPoint>& Points, \
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const TArrayView<const FCRSimLinearSpring>& Links, \
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const TArrayView<const FCRSimPointForce>& Forces, \
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const TArrayView<const FCRSimSoftCollision>& CollisionVolumes, \
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const float SimulatedStepsPerSecond, \
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const ERigVMSimPointIntegrateType IntegratorType, \
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const float VerletBlend, \
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const TArrayView<const FRigUnit_PointSimulation_BoneTarget>& BoneTargets, \
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const bool bLimitLocalPosition, \
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const bool bPropagateToChildren, \
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const FVector& PrimaryAimAxis, \
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const FVector& SecondaryAimAxis, \
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const FRigUnit_PointSimulation_DebugSettings& DebugSettings, \
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FRigVMFourPointBezier& Bezier, \
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FRigUnit_PointSimulation_WorkData& WorkData \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h_125_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_PointSimulation_Statics; \
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CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
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virtual const UScriptStruct* GetExecuteContextStruct() const override { return FRigVMExecuteContext::StaticStruct(); } \
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UE_API void Execute(FRigVMExecuteContext& InExecuteContext); \
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static void UE_API StaticExecute( \
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FRigVMExecuteContext& ExecuteContext, \
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const TArrayView<const FRigVMSimPoint>& Points, \
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const TArrayView<const FCRSimLinearSpring>& Links, \
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const TArrayView<const FCRSimPointForce>& Forces, \
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const TArrayView<const FCRSimSoftCollision>& CollisionVolumes, \
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const float SimulatedStepsPerSecond, \
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const ERigVMSimPointIntegrateType IntegratorType, \
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const float VerletBlend, \
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const TArrayView<const FRigUnit_PointSimulation_BoneTarget>& BoneTargets, \
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const bool bLimitLocalPosition, \
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const bool bPropagateToChildren, \
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const FVector& PrimaryAimAxis, \
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const FVector& SecondaryAimAxis, \
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const FRigUnit_PointSimulation_DebugSettings& DebugSettings, \
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FRigVMFourPointBezier& Bezier, \
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FRigUnit_PointSimulation_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<FRigVMSimPoint>& Points = *(TArray<FRigVMSimPoint>*)RigVMMemoryHandles[0].GetInputData(); \
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TArray<FCRSimLinearSpring>& Links = *(TArray<FCRSimLinearSpring>*)RigVMMemoryHandles[1].GetInputData(); \
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TArray<FCRSimPointForce>& Forces = *(TArray<FCRSimPointForce>*)RigVMMemoryHandles[2].GetInputData(); \
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TArray<FCRSimSoftCollision>& CollisionVolumes = *(TArray<FCRSimSoftCollision>*)RigVMMemoryHandles[3].GetInputData(); \
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const float SimulatedStepsPerSecond = *(float*)RigVMMemoryHandles[4].GetInputData(); \
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const ERigVMSimPointIntegrateType IntegratorType = *(ERigVMSimPointIntegrateType*)RigVMMemoryHandles[5].GetInputData(); \
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const float VerletBlend = *(float*)RigVMMemoryHandles[6].GetInputData(); \
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TArray<FRigUnit_PointSimulation_BoneTarget>& BoneTargets = *(TArray<FRigUnit_PointSimulation_BoneTarget>*)RigVMMemoryHandles[7].GetInputData(); \
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const bool bLimitLocalPosition = *(bool*)RigVMMemoryHandles[8].GetInputData(); \
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const bool bPropagateToChildren = *(bool*)RigVMMemoryHandles[9].GetInputData(); \
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const FVector& PrimaryAimAxis = *(FVector*)RigVMMemoryHandles[10].GetInputData(); \
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const FVector& SecondaryAimAxis = *(FVector*)RigVMMemoryHandles[11].GetInputData(); \
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const FRigUnit_PointSimulation_DebugSettings& DebugSettings = *(FRigUnit_PointSimulation_DebugSettings*)RigVMMemoryHandles[12].GetInputData(); \
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FRigVMFourPointBezier& Bezier = *(FRigVMFourPointBezier*)RigVMMemoryHandles[13].GetOutputData(); \
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FRigUnit_PointSimulation_WorkData& WorkData = *(FRigUnit_PointSimulation_WorkData*)RigVMMemoryHandles[14].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
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Points, \
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Links, \
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Forces, \
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CollisionVolumes, \
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SimulatedStepsPerSecond, \
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IntegratorType, \
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VerletBlend, \
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BoneTargets, \
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bLimitLocalPosition, \
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bPropagateToChildren, \
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PrimaryAimAxis, \
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SecondaryAimAxis, \
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DebugSettings, \
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Bezier, \
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WorkData \
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); \
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} \
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typedef FRigVMFunction_SimBaseMutable Super;
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struct FRigUnit_PointSimulation;
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// ********** End ScriptStruct FRigUnit_PointSimulation ********************************************
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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_Simulation_RigUnit_PointSimulation_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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