388 lines
16 KiB
C
388 lines
16 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_SpringInterp.h"
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#ifdef CONTROLRIG_RigUnit_SpringInterp_generated_h
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#error "RigUnit_SpringInterp.generated.h already included, missing '#pragma once' in RigUnit_SpringInterp.h"
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#endif
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#define CONTROLRIG_RigUnit_SpringInterp_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_SpringInterp *********************************************
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struct Z_Construct_UScriptStruct_FRigUnit_SpringInterp_Statics;
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#define FRigUnit_SpringInterp_Execute() \
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void FRigUnit_SpringInterp::StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const float Current, \
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const float Target, \
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const float Stiffness, \
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const float CriticalDamping, \
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const float Mass, \
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float& Result, \
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FFloatSpringState& SpringState \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_17_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterp_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(const FRigVMExecuteContext& InExecuteContext); \
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static void UE_API StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const float Current, \
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const float Target, \
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const float Stiffness, \
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const float CriticalDamping, \
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const float Mass, \
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float& Result, \
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FFloatSpringState& SpringState \
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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 float Current = *(float*)RigVMMemoryHandles[0].GetInputData(); \
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const float Target = *(float*)RigVMMemoryHandles[1].GetInputData(); \
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const float Stiffness = *(float*)RigVMMemoryHandles[2].GetInputData(); \
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const float CriticalDamping = *(float*)RigVMMemoryHandles[3].GetInputData(); \
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const float Mass = *(float*)RigVMMemoryHandles[4].GetInputData(); \
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float& Result = *(float*)RigVMMemoryHandles[5].GetOutputData(); \
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FFloatSpringState& SpringState = *(FFloatSpringState*)RigVMMemoryHandles[6].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
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Current, \
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Target, \
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Stiffness, \
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CriticalDamping, \
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Mass, \
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Result, \
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SpringState \
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); \
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} \
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typedef FRigVMFunction_SimBase Super;
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struct FRigUnit_SpringInterp;
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// ********** End ScriptStruct FRigUnit_SpringInterp ***********************************************
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// ********** Begin ScriptStruct FRigUnit_SpringInterpVector ***************************************
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struct Z_Construct_UScriptStruct_FRigUnit_SpringInterpVector_Statics;
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#define FRigUnit_SpringInterpVector_Execute() \
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void FRigUnit_SpringInterpVector::StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const FVector& Current, \
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const FVector& Target, \
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const float Stiffness, \
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const float CriticalDamping, \
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const float Mass, \
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FVector& Result, \
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FVectorSpringState& SpringState \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_62_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterpVector_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(const FRigVMExecuteContext& InExecuteContext); \
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static void UE_API StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const FVector& Current, \
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const FVector& Target, \
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const float Stiffness, \
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const float CriticalDamping, \
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const float Mass, \
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FVector& Result, \
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FVectorSpringState& SpringState \
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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 FVector& Current = *(FVector*)RigVMMemoryHandles[0].GetInputData(); \
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const FVector& Target = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \
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const float Stiffness = *(float*)RigVMMemoryHandles[2].GetInputData(); \
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const float CriticalDamping = *(float*)RigVMMemoryHandles[3].GetInputData(); \
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const float Mass = *(float*)RigVMMemoryHandles[4].GetInputData(); \
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FVector& Result = *(FVector*)RigVMMemoryHandles[5].GetOutputData(); \
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FVectorSpringState& SpringState = *(FVectorSpringState*)RigVMMemoryHandles[6].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
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Current, \
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Target, \
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Stiffness, \
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CriticalDamping, \
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Mass, \
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Result, \
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SpringState \
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); \
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} \
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typedef FRigVMFunction_SimBase Super;
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struct FRigUnit_SpringInterpVector;
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// ********** End ScriptStruct FRigUnit_SpringInterpVector *****************************************
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// ********** Begin ScriptStruct FRigUnit_SpringInterpV2 *******************************************
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struct Z_Construct_UScriptStruct_FRigUnit_SpringInterpV2_Statics;
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#define FRigUnit_SpringInterpV2_Execute() \
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void FRigUnit_SpringInterpV2::StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const float Target, \
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const float Strength, \
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const float CriticalDamping, \
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const float Force, \
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const bool bUseCurrentInput, \
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const float Current, \
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const float TargetVelocityAmount, \
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const bool bInitializeFromTarget, \
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float& Result, \
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float& Velocity, \
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float& SimulatedResult, \
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FFloatSpringState& SpringState \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_107_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterpV2_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(const FRigVMExecuteContext& InExecuteContext); \
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static void UE_API StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const float Target, \
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const float Strength, \
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const float CriticalDamping, \
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const float Force, \
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const bool bUseCurrentInput, \
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const float Current, \
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const float TargetVelocityAmount, \
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const bool bInitializeFromTarget, \
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float& Result, \
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float& Velocity, \
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float& SimulatedResult, \
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FFloatSpringState& SpringState \
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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 float Target = *(float*)RigVMMemoryHandles[0].GetInputData(); \
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const float Strength = *(float*)RigVMMemoryHandles[1].GetInputData(); \
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const float CriticalDamping = *(float*)RigVMMemoryHandles[2].GetInputData(); \
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const float Force = *(float*)RigVMMemoryHandles[3].GetInputData(); \
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const bool bUseCurrentInput = *(bool*)RigVMMemoryHandles[4].GetInputData(); \
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const float Current = *(float*)RigVMMemoryHandles[5].GetInputData(); \
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const float TargetVelocityAmount = *(float*)RigVMMemoryHandles[6].GetInputData(); \
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const bool bInitializeFromTarget = *(bool*)RigVMMemoryHandles[7].GetInputData(); \
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float& Result = *(float*)RigVMMemoryHandles[8].GetOutputData(); \
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float& Velocity = *(float*)RigVMMemoryHandles[9].GetOutputData(); \
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float& SimulatedResult = *(float*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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FFloatSpringState& SpringState = *(FFloatSpringState*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
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Target, \
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Strength, \
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CriticalDamping, \
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Force, \
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bUseCurrentInput, \
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Current, \
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TargetVelocityAmount, \
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bInitializeFromTarget, \
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Result, \
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Velocity, \
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SimulatedResult, \
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SpringState \
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); \
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} \
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typedef FRigVMFunction_SimBase Super;
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struct FRigUnit_SpringInterpV2;
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// ********** End ScriptStruct FRigUnit_SpringInterpV2 *********************************************
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// ********** Begin ScriptStruct FRigUnit_SpringInterpVectorV2 *************************************
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struct Z_Construct_UScriptStruct_FRigUnit_SpringInterpVectorV2_Statics;
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#define FRigUnit_SpringInterpVectorV2_Execute() \
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void FRigUnit_SpringInterpVectorV2::StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const FVector& Target, \
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const float Strength, \
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const float CriticalDamping, \
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const FVector& Force, \
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const bool bUseCurrentInput, \
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const FVector& Current, \
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const float TargetVelocityAmount, \
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const bool bInitializeFromTarget, \
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FVector& Result, \
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FVector& Velocity, \
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FVector& SimulatedResult, \
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FVectorSpringState& SpringState \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_197_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterpVectorV2_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(const FRigVMExecuteContext& InExecuteContext); \
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static void UE_API StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const FVector& Target, \
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const float Strength, \
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const float CriticalDamping, \
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const FVector& Force, \
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const bool bUseCurrentInput, \
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const FVector& Current, \
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const float TargetVelocityAmount, \
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const bool bInitializeFromTarget, \
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FVector& Result, \
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FVector& Velocity, \
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FVector& SimulatedResult, \
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FVectorSpringState& SpringState \
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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 FVector& Target = *(FVector*)RigVMMemoryHandles[0].GetInputData(); \
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const float Strength = *(float*)RigVMMemoryHandles[1].GetInputData(); \
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const float CriticalDamping = *(float*)RigVMMemoryHandles[2].GetInputData(); \
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const FVector& Force = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \
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const bool bUseCurrentInput = *(bool*)RigVMMemoryHandles[4].GetInputData(); \
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const FVector& Current = *(FVector*)RigVMMemoryHandles[5].GetInputData(); \
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const float TargetVelocityAmount = *(float*)RigVMMemoryHandles[6].GetInputData(); \
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const bool bInitializeFromTarget = *(bool*)RigVMMemoryHandles[7].GetInputData(); \
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FVector& Result = *(FVector*)RigVMMemoryHandles[8].GetOutputData(); \
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FVector& Velocity = *(FVector*)RigVMMemoryHandles[9].GetOutputData(); \
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FVector& SimulatedResult = *(FVector*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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FVectorSpringState& SpringState = *(FVectorSpringState*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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\
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
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Target, \
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Strength, \
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CriticalDamping, \
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Force, \
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bUseCurrentInput, \
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Current, \
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TargetVelocityAmount, \
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bInitializeFromTarget, \
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Result, \
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Velocity, \
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SimulatedResult, \
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SpringState \
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); \
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} \
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typedef FRigVMFunction_SimBase Super;
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struct FRigUnit_SpringInterpVectorV2;
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// ********** End ScriptStruct FRigUnit_SpringInterpVectorV2 ***************************************
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// ********** Begin ScriptStruct FRigUnit_SpringInterpQuaternionV2 *********************************
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struct Z_Construct_UScriptStruct_FRigUnit_SpringInterpQuaternionV2_Statics;
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#define FRigUnit_SpringInterpQuaternionV2_Execute() \
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void FRigUnit_SpringInterpQuaternionV2::StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const FQuat& Target, \
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const float Strength, \
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const float CriticalDamping, \
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const FVector& Torque, \
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const bool bUseCurrentInput, \
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const FQuat& Current, \
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const float TargetVelocityAmount, \
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const bool bInitializeFromTarget, \
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FQuat& Result, \
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FVector& AngularVelocity, \
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FQuat& SimulatedResult, \
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FQuaternionSpringState& SpringState \
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)
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#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_287_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterpQuaternionV2_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(const FRigVMExecuteContext& InExecuteContext); \
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static void UE_API StaticExecute( \
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const FRigVMExecuteContext& ExecuteContext, \
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const FQuat& Target, \
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const float Strength, \
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const float CriticalDamping, \
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const FVector& Torque, \
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const bool bUseCurrentInput, \
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const FQuat& Current, \
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const float TargetVelocityAmount, \
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const bool bInitializeFromTarget, \
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FQuat& Result, \
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FVector& AngularVelocity, \
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FQuat& SimulatedResult, \
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FQuaternionSpringState& SpringState \
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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 FQuat& Target = *(FQuat*)RigVMMemoryHandles[0].GetInputData(); \
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const float Strength = *(float*)RigVMMemoryHandles[1].GetInputData(); \
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const float CriticalDamping = *(float*)RigVMMemoryHandles[2].GetInputData(); \
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const FVector& Torque = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \
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const bool bUseCurrentInput = *(bool*)RigVMMemoryHandles[4].GetInputData(); \
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const FQuat& Current = *(FQuat*)RigVMMemoryHandles[5].GetInputData(); \
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const float TargetVelocityAmount = *(float*)RigVMMemoryHandles[6].GetInputData(); \
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const bool bInitializeFromTarget = *(bool*)RigVMMemoryHandles[7].GetInputData(); \
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FQuat& Result = *(FQuat*)RigVMMemoryHandles[8].GetOutputData(); \
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|
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FVector& AngularVelocity = *(FVector*)RigVMMemoryHandles[9].GetOutputData(); \
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|
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FQuat& SimulatedResult = *(FQuat*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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|
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FQuaternionSpringState& SpringState = *(FQuaternionSpringState*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
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|
\
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|
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StaticExecute( \
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RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
|
||
|
|
Target, \
|
||
|
|
Strength, \
|
||
|
|
CriticalDamping, \
|
||
|
|
Torque, \
|
||
|
|
bUseCurrentInput, \
|
||
|
|
Current, \
|
||
|
|
TargetVelocityAmount, \
|
||
|
|
bInitializeFromTarget, \
|
||
|
|
Result, \
|
||
|
|
AngularVelocity, \
|
||
|
|
SimulatedResult, \
|
||
|
|
SpringState \
|
||
|
|
); \
|
||
|
|
} \
|
||
|
|
typedef FRigVMFunction_SimBase Super;
|
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|
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|
||
|
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|
||
|
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struct FRigUnit_SpringInterpQuaternionV2;
|
||
|
|
// ********** End ScriptStruct FRigUnit_SpringInterpQuaternionV2 ***********************************
|
||
|
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|
||
|
|
#undef CURRENT_FILE_ID
|
||
|
|
#define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h
|
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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