// 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/Highlevel/Harmonics/RigUnit_BoneHarmonics.h" #ifdef CONTROLRIG_RigUnit_BoneHarmonics_generated_h #error "RigUnit_BoneHarmonics.generated.h already included, missing '#pragma once' in RigUnit_BoneHarmonics.h" #endif #define CONTROLRIG_RigUnit_BoneHarmonics_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FRigUnit_BoneHarmonics_BoneTarget ********************************* struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_BoneTarget_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_14_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_BoneTarget_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_BoneHarmonics_BoneTarget; // ********** End ScriptStruct FRigUnit_BoneHarmonics_BoneTarget *********************************** // ********** Begin ScriptStruct FRigUnit_Harmonics_TargetItem ************************************* struct Z_Construct_UScriptStruct_FRigUnit_Harmonics_TargetItem_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_39_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_Harmonics_TargetItem_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_Harmonics_TargetItem; // ********** End ScriptStruct FRigUnit_Harmonics_TargetItem *************************************** // ********** Begin ScriptStruct FRigUnit_BoneHarmonics_WorkData *********************************** struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_WorkData_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_64_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_WorkData_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_BoneHarmonics_WorkData; // ********** End ScriptStruct FRigUnit_BoneHarmonics_WorkData ************************************* // ********** Begin ScriptStruct FRigUnit_BoneHarmonics ******************************************** struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_Statics; #define FRigUnit_BoneHarmonics_Execute() \ void FRigUnit_BoneHarmonics::StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const TArrayView& Bones, \ const FVector& WaveSpeed, \ const FVector& WaveFrequency, \ const FVector& WaveAmplitude, \ const FVector& WaveOffset, \ const FVector& WaveNoise, \ const ERigVMAnimEasingType WaveEase, \ const float WaveMinimum, \ const float WaveMaximum, \ const EEulerRotationOrder RotationOrder, \ const bool bPropagateToChildren, \ FRigUnit_BoneHarmonics_WorkData& WorkData \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_84_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \ UE_API void Execute(FControlRigExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const TArrayView& Bones, \ const FVector& WaveSpeed, \ const FVector& WaveFrequency, \ const FVector& WaveAmplitude, \ const FVector& WaveOffset, \ const FVector& WaveNoise, \ const ERigVMAnimEasingType WaveEase, \ const float WaveMinimum, \ const float WaveMaximum, \ const EEulerRotationOrder RotationOrder, \ const bool bPropagateToChildren, \ FRigUnit_BoneHarmonics_WorkData& WorkData \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ TArray& Bones = *(TArray*)RigVMMemoryHandles[0].GetInputData(); \ const FVector& WaveSpeed = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \ const FVector& WaveFrequency = *(FVector*)RigVMMemoryHandles[2].GetInputData(); \ const FVector& WaveAmplitude = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \ const FVector& WaveOffset = *(FVector*)RigVMMemoryHandles[4].GetInputData(); \ const FVector& WaveNoise = *(FVector*)RigVMMemoryHandles[5].GetInputData(); \ const ERigVMAnimEasingType WaveEase = *(ERigVMAnimEasingType*)RigVMMemoryHandles[6].GetInputData(); \ const float WaveMinimum = *(float*)RigVMMemoryHandles[7].GetInputData(); \ const float WaveMaximum = *(float*)RigVMMemoryHandles[8].GetInputData(); \ const EEulerRotationOrder RotationOrder = *(EEulerRotationOrder*)RigVMMemoryHandles[9].GetInputData(); \ const bool bPropagateToChildren = *(bool*)RigVMMemoryHandles[10].GetInputData(); \ FRigUnit_BoneHarmonics_WorkData& WorkData = *(FRigUnit_BoneHarmonics_WorkData*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Bones, \ WaveSpeed, \ WaveFrequency, \ WaveAmplitude, \ WaveOffset, \ WaveNoise, \ WaveEase, \ WaveMinimum, \ WaveMaximum, \ RotationOrder, \ bPropagateToChildren, \ WorkData \ ); \ } \ typedef FRigUnit_HighlevelBaseMutable Super; struct FRigUnit_BoneHarmonics; // ********** End ScriptStruct FRigUnit_BoneHarmonics ********************************************** // ********** Begin ScriptStruct FRigUnit_ItemHarmonics ******************************************** struct Z_Construct_UScriptStruct_FRigUnit_ItemHarmonics_Statics; #define FRigUnit_ItemHarmonics_Execute() \ void FRigUnit_ItemHarmonics::StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const TArrayView& Targets, \ const FVector& WaveSpeed, \ const FVector& WaveFrequency, \ const FVector& WaveAmplitude, \ const FVector& WaveOffset, \ const FVector& WaveNoise, \ const ERigVMAnimEasingType WaveEase, \ const float WaveMinimum, \ const float WaveMaximum, \ const EEulerRotationOrder RotationOrder, \ FRigUnit_BoneHarmonics_WorkData& WorkData \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_156_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ItemHarmonics_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \ UE_API void Execute(FControlRigExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const TArrayView& Targets, \ const FVector& WaveSpeed, \ const FVector& WaveFrequency, \ const FVector& WaveAmplitude, \ const FVector& WaveOffset, \ const FVector& WaveNoise, \ const ERigVMAnimEasingType WaveEase, \ const float WaveMinimum, \ const float WaveMaximum, \ const EEulerRotationOrder RotationOrder, \ FRigUnit_BoneHarmonics_WorkData& WorkData \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ TArray& Targets = *(TArray*)RigVMMemoryHandles[0].GetInputData(); \ const FVector& WaveSpeed = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \ const FVector& WaveFrequency = *(FVector*)RigVMMemoryHandles[2].GetInputData(); \ const FVector& WaveAmplitude = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \ const FVector& WaveOffset = *(FVector*)RigVMMemoryHandles[4].GetInputData(); \ const FVector& WaveNoise = *(FVector*)RigVMMemoryHandles[5].GetInputData(); \ const ERigVMAnimEasingType WaveEase = *(ERigVMAnimEasingType*)RigVMMemoryHandles[6].GetInputData(); \ const float WaveMinimum = *(float*)RigVMMemoryHandles[7].GetInputData(); \ const float WaveMaximum = *(float*)RigVMMemoryHandles[8].GetInputData(); \ const EEulerRotationOrder RotationOrder = *(EEulerRotationOrder*)RigVMMemoryHandles[9].GetInputData(); \ FRigUnit_BoneHarmonics_WorkData& WorkData = *(FRigUnit_BoneHarmonics_WorkData*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Targets, \ WaveSpeed, \ WaveFrequency, \ WaveAmplitude, \ WaveOffset, \ WaveNoise, \ WaveEase, \ WaveMinimum, \ WaveMaximum, \ RotationOrder, \ WorkData \ ); \ } \ typedef FRigUnit_HighlevelBaseMutable Super; struct FRigUnit_ItemHarmonics; // ********** End ScriptStruct FRigUnit_ItemHarmonics ********************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h PRAGMA_ENABLE_DEPRECATION_WARNINGS