// 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_PointSimulation.h" #ifdef CONTROLRIG_RigUnit_PointSimulation_generated_h #error "RigUnit_PointSimulation.generated.h already included, missing '#pragma once' in RigUnit_PointSimulation.h" #endif #define CONTROLRIG_RigUnit_PointSimulation_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FRigUnit_PointSimulation_DebugSettings **************************** struct Z_Construct_UScriptStruct_FRigUnit_PointSimulation_DebugSettings_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h_19_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_PointSimulation_DebugSettings_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_PointSimulation_DebugSettings; // ********** End ScriptStruct FRigUnit_PointSimulation_DebugSettings ****************************** // ********** Begin ScriptStruct FRigUnit_PointSimulation_BoneTarget ******************************* struct Z_Construct_UScriptStruct_FRigUnit_PointSimulation_BoneTarget_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h_71_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_PointSimulation_BoneTarget_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_PointSimulation_BoneTarget; // ********** End ScriptStruct FRigUnit_PointSimulation_BoneTarget ********************************* // ********** Begin ScriptStruct FRigUnit_PointSimulation_WorkData ********************************* struct Z_Construct_UScriptStruct_FRigUnit_PointSimulation_WorkData_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h_109_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_PointSimulation_WorkData_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_PointSimulation_WorkData; // ********** End ScriptStruct FRigUnit_PointSimulation_WorkData *********************************** // ********** Begin ScriptStruct FRigUnit_PointSimulation ****************************************** struct Z_Construct_UScriptStruct_FRigUnit_PointSimulation_Statics; #define FRigUnit_PointSimulation_Execute() \ void FRigUnit_PointSimulation::StaticExecute( \ FRigVMExecuteContext& ExecuteContext, \ const TArrayView& Points, \ const TArrayView& Links, \ const TArrayView& Forces, \ const TArrayView& CollisionVolumes, \ const float SimulatedStepsPerSecond, \ const ERigVMSimPointIntegrateType IntegratorType, \ const float VerletBlend, \ const TArrayView& BoneTargets, \ const bool bLimitLocalPosition, \ const bool bPropagateToChildren, \ const FVector& PrimaryAimAxis, \ const FVector& SecondaryAimAxis, \ const FRigUnit_PointSimulation_DebugSettings& DebugSettings, \ FRigVMFourPointBezier& Bezier, \ FRigUnit_PointSimulation_WorkData& WorkData \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h_125_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_PointSimulation_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FRigVMExecuteContext::StaticStruct(); } \ UE_API void Execute(FRigVMExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ FRigVMExecuteContext& ExecuteContext, \ const TArrayView& Points, \ const TArrayView& Links, \ const TArrayView& Forces, \ const TArrayView& CollisionVolumes, \ const float SimulatedStepsPerSecond, \ const ERigVMSimPointIntegrateType IntegratorType, \ const float VerletBlend, \ const TArrayView& BoneTargets, \ const bool bLimitLocalPosition, \ const bool bPropagateToChildren, \ const FVector& PrimaryAimAxis, \ const FVector& SecondaryAimAxis, \ const FRigUnit_PointSimulation_DebugSettings& DebugSettings, \ FRigVMFourPointBezier& Bezier, \ FRigUnit_PointSimulation_WorkData& WorkData \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ TArray& Points = *(TArray*)RigVMMemoryHandles[0].GetInputData(); \ TArray& Links = *(TArray*)RigVMMemoryHandles[1].GetInputData(); \ TArray& Forces = *(TArray*)RigVMMemoryHandles[2].GetInputData(); \ TArray& CollisionVolumes = *(TArray*)RigVMMemoryHandles[3].GetInputData(); \ const float SimulatedStepsPerSecond = *(float*)RigVMMemoryHandles[4].GetInputData(); \ const ERigVMSimPointIntegrateType IntegratorType = *(ERigVMSimPointIntegrateType*)RigVMMemoryHandles[5].GetInputData(); \ const float VerletBlend = *(float*)RigVMMemoryHandles[6].GetInputData(); \ TArray& BoneTargets = *(TArray*)RigVMMemoryHandles[7].GetInputData(); \ const bool bLimitLocalPosition = *(bool*)RigVMMemoryHandles[8].GetInputData(); \ const bool bPropagateToChildren = *(bool*)RigVMMemoryHandles[9].GetInputData(); \ const FVector& PrimaryAimAxis = *(FVector*)RigVMMemoryHandles[10].GetInputData(); \ const FVector& SecondaryAimAxis = *(FVector*)RigVMMemoryHandles[11].GetInputData(); \ const FRigUnit_PointSimulation_DebugSettings& DebugSettings = *(FRigUnit_PointSimulation_DebugSettings*)RigVMMemoryHandles[12].GetInputData(); \ FRigVMFourPointBezier& Bezier = *(FRigVMFourPointBezier*)RigVMMemoryHandles[13].GetOutputData(); \ FRigUnit_PointSimulation_WorkData& WorkData = *(FRigUnit_PointSimulation_WorkData*)RigVMMemoryHandles[14].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Points, \ Links, \ Forces, \ CollisionVolumes, \ SimulatedStepsPerSecond, \ IntegratorType, \ VerletBlend, \ BoneTargets, \ bLimitLocalPosition, \ bPropagateToChildren, \ PrimaryAimAxis, \ SecondaryAimAxis, \ DebugSettings, \ Bezier, \ WorkData \ ); \ } \ typedef FRigVMFunction_SimBaseMutable Super; struct FRigUnit_PointSimulation; // ********** End ScriptStruct FRigUnit_PointSimulation ******************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Simulation_RigUnit_PointSimulation_h PRAGMA_ENABLE_DEPRECATION_WARNINGS