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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateServer/Inc/ControlRig/UHT/RigUnit_SpringInterp.generated.h

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// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "Units/Simulation/RigUnit_SpringInterp.h"
#ifdef CONTROLRIG_RigUnit_SpringInterp_generated_h
#error "RigUnit_SpringInterp.generated.h already included, missing '#pragma once' in RigUnit_SpringInterp.h"
#endif
#define CONTROLRIG_RigUnit_SpringInterp_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FRigUnit_SpringInterp *********************************************
struct Z_Construct_UScriptStruct_FRigUnit_SpringInterp_Statics;
#define FRigUnit_SpringInterp_Execute() \
void FRigUnit_SpringInterp::StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const float Current, \
const float Target, \
const float Stiffness, \
const float CriticalDamping, \
const float Mass, \
float& Result, \
FFloatSpringState& SpringState \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_17_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterp_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
virtual const UScriptStruct* GetExecuteContextStruct() const override { return FRigVMExecuteContext::StaticStruct(); } \
UE_API void Execute(const FRigVMExecuteContext& InExecuteContext); \
static void UE_API StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const float Current, \
const float Target, \
const float Stiffness, \
const float CriticalDamping, \
const float Mass, \
float& Result, \
FFloatSpringState& SpringState \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
const float Current = *(float*)RigVMMemoryHandles[0].GetInputData(); \
const float Target = *(float*)RigVMMemoryHandles[1].GetInputData(); \
const float Stiffness = *(float*)RigVMMemoryHandles[2].GetInputData(); \
const float CriticalDamping = *(float*)RigVMMemoryHandles[3].GetInputData(); \
const float Mass = *(float*)RigVMMemoryHandles[4].GetInputData(); \
float& Result = *(float*)RigVMMemoryHandles[5].GetOutputData(); \
FFloatSpringState& SpringState = *(FFloatSpringState*)RigVMMemoryHandles[6].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
Current, \
Target, \
Stiffness, \
CriticalDamping, \
Mass, \
Result, \
SpringState \
); \
} \
typedef FRigVMFunction_SimBase Super;
struct FRigUnit_SpringInterp;
// ********** End ScriptStruct FRigUnit_SpringInterp ***********************************************
// ********** Begin ScriptStruct FRigUnit_SpringInterpVector ***************************************
struct Z_Construct_UScriptStruct_FRigUnit_SpringInterpVector_Statics;
#define FRigUnit_SpringInterpVector_Execute() \
void FRigUnit_SpringInterpVector::StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const FVector& Current, \
const FVector& Target, \
const float Stiffness, \
const float CriticalDamping, \
const float Mass, \
FVector& Result, \
FVectorSpringState& SpringState \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_62_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterpVector_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
virtual const UScriptStruct* GetExecuteContextStruct() const override { return FRigVMExecuteContext::StaticStruct(); } \
UE_API void Execute(const FRigVMExecuteContext& InExecuteContext); \
static void UE_API StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const FVector& Current, \
const FVector& Target, \
const float Stiffness, \
const float CriticalDamping, \
const float Mass, \
FVector& Result, \
FVectorSpringState& SpringState \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
const FVector& Current = *(FVector*)RigVMMemoryHandles[0].GetInputData(); \
const FVector& Target = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \
const float Stiffness = *(float*)RigVMMemoryHandles[2].GetInputData(); \
const float CriticalDamping = *(float*)RigVMMemoryHandles[3].GetInputData(); \
const float Mass = *(float*)RigVMMemoryHandles[4].GetInputData(); \
FVector& Result = *(FVector*)RigVMMemoryHandles[5].GetOutputData(); \
FVectorSpringState& SpringState = *(FVectorSpringState*)RigVMMemoryHandles[6].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
Current, \
Target, \
Stiffness, \
CriticalDamping, \
Mass, \
Result, \
SpringState \
); \
} \
typedef FRigVMFunction_SimBase Super;
struct FRigUnit_SpringInterpVector;
// ********** End ScriptStruct FRigUnit_SpringInterpVector *****************************************
// ********** Begin ScriptStruct FRigUnit_SpringInterpV2 *******************************************
struct Z_Construct_UScriptStruct_FRigUnit_SpringInterpV2_Statics;
#define FRigUnit_SpringInterpV2_Execute() \
void FRigUnit_SpringInterpV2::StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const float Target, \
const float Strength, \
const float CriticalDamping, \
const float Force, \
const bool bUseCurrentInput, \
const float Current, \
const float TargetVelocityAmount, \
const bool bInitializeFromTarget, \
float& Result, \
float& Velocity, \
float& SimulatedResult, \
FFloatSpringState& SpringState \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_107_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterpV2_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
virtual const UScriptStruct* GetExecuteContextStruct() const override { return FRigVMExecuteContext::StaticStruct(); } \
UE_API void Execute(const FRigVMExecuteContext& InExecuteContext); \
static void UE_API StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const float Target, \
const float Strength, \
const float CriticalDamping, \
const float Force, \
const bool bUseCurrentInput, \
const float Current, \
const float TargetVelocityAmount, \
const bool bInitializeFromTarget, \
float& Result, \
float& Velocity, \
float& SimulatedResult, \
FFloatSpringState& SpringState \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
const float Target = *(float*)RigVMMemoryHandles[0].GetInputData(); \
const float Strength = *(float*)RigVMMemoryHandles[1].GetInputData(); \
const float CriticalDamping = *(float*)RigVMMemoryHandles[2].GetInputData(); \
const float Force = *(float*)RigVMMemoryHandles[3].GetInputData(); \
const bool bUseCurrentInput = *(bool*)RigVMMemoryHandles[4].GetInputData(); \
const float Current = *(float*)RigVMMemoryHandles[5].GetInputData(); \
const float TargetVelocityAmount = *(float*)RigVMMemoryHandles[6].GetInputData(); \
const bool bInitializeFromTarget = *(bool*)RigVMMemoryHandles[7].GetInputData(); \
float& Result = *(float*)RigVMMemoryHandles[8].GetOutputData(); \
float& Velocity = *(float*)RigVMMemoryHandles[9].GetOutputData(); \
float& SimulatedResult = *(float*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
FFloatSpringState& SpringState = *(FFloatSpringState*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
Target, \
Strength, \
CriticalDamping, \
Force, \
bUseCurrentInput, \
Current, \
TargetVelocityAmount, \
bInitializeFromTarget, \
Result, \
Velocity, \
SimulatedResult, \
SpringState \
); \
} \
typedef FRigVMFunction_SimBase Super;
struct FRigUnit_SpringInterpV2;
// ********** End ScriptStruct FRigUnit_SpringInterpV2 *********************************************
// ********** Begin ScriptStruct FRigUnit_SpringInterpVectorV2 *************************************
struct Z_Construct_UScriptStruct_FRigUnit_SpringInterpVectorV2_Statics;
#define FRigUnit_SpringInterpVectorV2_Execute() \
void FRigUnit_SpringInterpVectorV2::StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const FVector& Target, \
const float Strength, \
const float CriticalDamping, \
const FVector& Force, \
const bool bUseCurrentInput, \
const FVector& Current, \
const float TargetVelocityAmount, \
const bool bInitializeFromTarget, \
FVector& Result, \
FVector& Velocity, \
FVector& SimulatedResult, \
FVectorSpringState& SpringState \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_197_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterpVectorV2_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
virtual const UScriptStruct* GetExecuteContextStruct() const override { return FRigVMExecuteContext::StaticStruct(); } \
UE_API void Execute(const FRigVMExecuteContext& InExecuteContext); \
static void UE_API StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const FVector& Target, \
const float Strength, \
const float CriticalDamping, \
const FVector& Force, \
const bool bUseCurrentInput, \
const FVector& Current, \
const float TargetVelocityAmount, \
const bool bInitializeFromTarget, \
FVector& Result, \
FVector& Velocity, \
FVector& SimulatedResult, \
FVectorSpringState& SpringState \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
const FVector& Target = *(FVector*)RigVMMemoryHandles[0].GetInputData(); \
const float Strength = *(float*)RigVMMemoryHandles[1].GetInputData(); \
const float CriticalDamping = *(float*)RigVMMemoryHandles[2].GetInputData(); \
const FVector& Force = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \
const bool bUseCurrentInput = *(bool*)RigVMMemoryHandles[4].GetInputData(); \
const FVector& Current = *(FVector*)RigVMMemoryHandles[5].GetInputData(); \
const float TargetVelocityAmount = *(float*)RigVMMemoryHandles[6].GetInputData(); \
const bool bInitializeFromTarget = *(bool*)RigVMMemoryHandles[7].GetInputData(); \
FVector& Result = *(FVector*)RigVMMemoryHandles[8].GetOutputData(); \
FVector& Velocity = *(FVector*)RigVMMemoryHandles[9].GetOutputData(); \
FVector& SimulatedResult = *(FVector*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
FVectorSpringState& SpringState = *(FVectorSpringState*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
Target, \
Strength, \
CriticalDamping, \
Force, \
bUseCurrentInput, \
Current, \
TargetVelocityAmount, \
bInitializeFromTarget, \
Result, \
Velocity, \
SimulatedResult, \
SpringState \
); \
} \
typedef FRigVMFunction_SimBase Super;
struct FRigUnit_SpringInterpVectorV2;
// ********** End ScriptStruct FRigUnit_SpringInterpVectorV2 ***************************************
// ********** Begin ScriptStruct FRigUnit_SpringInterpQuaternionV2 *********************************
struct Z_Construct_UScriptStruct_FRigUnit_SpringInterpQuaternionV2_Statics;
#define FRigUnit_SpringInterpQuaternionV2_Execute() \
void FRigUnit_SpringInterpQuaternionV2::StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const FQuat& Target, \
const float Strength, \
const float CriticalDamping, \
const FVector& Torque, \
const bool bUseCurrentInput, \
const FQuat& Current, \
const float TargetVelocityAmount, \
const bool bInitializeFromTarget, \
FQuat& Result, \
FVector& AngularVelocity, \
FQuat& SimulatedResult, \
FQuaternionSpringState& SpringState \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h_287_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpringInterpQuaternionV2_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
virtual const UScriptStruct* GetExecuteContextStruct() const override { return FRigVMExecuteContext::StaticStruct(); } \
UE_API void Execute(const FRigVMExecuteContext& InExecuteContext); \
static void UE_API StaticExecute( \
const FRigVMExecuteContext& ExecuteContext, \
const FQuat& Target, \
const float Strength, \
const float CriticalDamping, \
const FVector& Torque, \
const bool bUseCurrentInput, \
const FQuat& Current, \
const float TargetVelocityAmount, \
const bool bInitializeFromTarget, \
FQuat& Result, \
FVector& AngularVelocity, \
FQuat& SimulatedResult, \
FQuaternionSpringState& SpringState \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
const FQuat& Target = *(FQuat*)RigVMMemoryHandles[0].GetInputData(); \
const float Strength = *(float*)RigVMMemoryHandles[1].GetInputData(); \
const float CriticalDamping = *(float*)RigVMMemoryHandles[2].GetInputData(); \
const FVector& Torque = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \
const bool bUseCurrentInput = *(bool*)RigVMMemoryHandles[4].GetInputData(); \
const FQuat& Current = *(FQuat*)RigVMMemoryHandles[5].GetInputData(); \
const float TargetVelocityAmount = *(float*)RigVMMemoryHandles[6].GetInputData(); \
const bool bInitializeFromTarget = *(bool*)RigVMMemoryHandles[7].GetInputData(); \
FQuat& Result = *(FQuat*)RigVMMemoryHandles[8].GetOutputData(); \
FVector& AngularVelocity = *(FVector*)RigVMMemoryHandles[9].GetOutputData(); \
FQuat& SimulatedResult = *(FQuat*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
FQuaternionSpringState& SpringState = *(FQuaternionSpringState*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FRigVMExecuteContext>(), \
Target, \
Strength, \
CriticalDamping, \
Torque, \
bUseCurrentInput, \
Current, \
TargetVelocityAmount, \
bInitializeFromTarget, \
Result, \
AngularVelocity, \
SimulatedResult, \
SpringState \
); \
} \
typedef FRigVMFunction_SimBase Super;
struct FRigUnit_SpringInterpQuaternionV2;
// ********** End ScriptStruct FRigUnit_SpringInterpQuaternionV2 ***********************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_SpringInterp_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS