112 lines
4.6 KiB
C
112 lines
4.6 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 "StateStream/ParticleSystemStateStream.h"
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#ifdef ENGINE_ParticleSystemStateStream_generated_h
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#error "ParticleSystemStateStream.generated.h already included, missing '#pragma once' in ParticleSystemStateStream.h"
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#endif
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#define ENGINE_ParticleSystemStateStream_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 FParticleSystemStaticState ****************************************
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struct Z_Construct_UScriptStruct_FParticleSystemStaticState_Statics;
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#define FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h_18_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FParticleSystemStaticState_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct(); \
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enum Fields \
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{ \
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}; \
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uint32 ModifiedFlags = 0; \
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FParticleSystemStaticState() = default; \
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FParticleSystemStaticState(FStateStreamCopyContext& Context, const FParticleSystemStaticState& Other) \
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: ModifiedFlags(Other.ModifiedFlags) \
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{} \
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uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
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{ \
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return 0; \
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} \
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void Apply(FStateStreamCopyContext& Context, const FParticleSystemStaticState& Other) \
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{ \
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} \
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void Interpolate(FStateStreamInterpolateContext& Context, const FParticleSystemStaticState& From, const FParticleSystemStaticState& To) \
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{ \
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ModifiedFlags = 0; \
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}
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struct FParticleSystemStaticState;
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// ********** End ScriptStruct FParticleSystemStaticState ******************************************
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// ********** Begin ScriptStruct FParticleSystemDynamicState ***************************************
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struct Z_Construct_UScriptStruct_FParticleSystemDynamicState_Statics;
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#define FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h_28_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FParticleSystemDynamicState_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct(); \
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enum Fields \
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{ \
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Field_Transform = 1, \
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Field_SystemAsset = 2, \
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}; \
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uint32 ModifiedFlags = 0; \
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FParticleSystemDynamicState() = default; \
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FParticleSystemDynamicState(FStateStreamCopyContext& Context, const FParticleSystemDynamicState& Other) \
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: ModifiedFlags(Other.ModifiedFlags) \
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, Transform(Context, Other.Transform) \
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, SystemAsset(Other.SystemAsset) \
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{} \
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inline bool TransformModified() const { return !!(ModifiedFlags & Field_Transform); } \
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inline void SetTransform(const FTransformHandle& In) { Transform = In; ModifiedFlags |= Field_Transform; } \
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inline const FTransformHandle& GetTransform() const { return Transform; } \
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inline bool SystemAssetModified() const { return !!(ModifiedFlags & Field_SystemAsset); } \
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inline void SetSystemAsset(const TObjectPtr<UFXSystemAsset>& In) { SystemAsset = In; ModifiedFlags |= Field_SystemAsset; } \
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inline const TObjectPtr<UFXSystemAsset>& GetSystemAsset() const { return SystemAsset; } \
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uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
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{ \
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OutHandles[0] = &Transform; \
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return 1; \
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} \
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void Apply(FStateStreamCopyContext& Context, const FParticleSystemDynamicState& Other) \
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{ \
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if (Other.TransformModified() && !StateStreamEquals(Transform, Other.Transform)) \
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{ \
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Transform.Apply(Context, Other.Transform); \
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ModifiedFlags |= Field_Transform; \
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} \
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if (Other.SystemAssetModified() && !StateStreamEquals(SystemAsset, Other.SystemAsset)) \
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{ \
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SystemAsset = Other.SystemAsset; \
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ModifiedFlags |= Field_SystemAsset; \
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} \
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} \
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void Interpolate(FStateStreamInterpolateContext& Context, const FParticleSystemDynamicState& From, const FParticleSystemDynamicState& To) \
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{ \
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ModifiedFlags = 0; \
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if (To.TransformModified()) \
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{ \
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ModifiedFlags |= Field_Transform; \
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Transform.Apply(Context, To.Transform); \
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} \
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if (To.SystemAssetModified()) \
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{ \
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ModifiedFlags |= Field_SystemAsset; \
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StateStreamInterpolate(Context, SystemAsset, From.SystemAsset, To.SystemAsset); \
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} \
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}
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struct FParticleSystemDynamicState;
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// ********** End ScriptStruct FParticleSystemDynamicState *****************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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