// 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(), \ 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(), \ 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(), \ 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(), \ 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(), \ 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