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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateServer/Inc/ControlRig/UHT/RigUnit_PointSimulation.generated.h
Norman Lansing ecb33115bf Initial Commit
2026-01-28 19:08:51 -05:00

146 lines
7.3 KiB
C

// 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<const FRigVMSimPoint>& Points, \
const TArrayView<const FCRSimLinearSpring>& Links, \
const TArrayView<const FCRSimPointForce>& Forces, \
const TArrayView<const FCRSimSoftCollision>& CollisionVolumes, \
const float SimulatedStepsPerSecond, \
const ERigVMSimPointIntegrateType IntegratorType, \
const float VerletBlend, \
const TArrayView<const FRigUnit_PointSimulation_BoneTarget>& 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<const FRigVMSimPoint>& Points, \
const TArrayView<const FCRSimLinearSpring>& Links, \
const TArrayView<const FCRSimPointForce>& Forces, \
const TArrayView<const FCRSimSoftCollision>& CollisionVolumes, \
const float SimulatedStepsPerSecond, \
const ERigVMSimPointIntegrateType IntegratorType, \
const float VerletBlend, \
const TArrayView<const FRigUnit_PointSimulation_BoneTarget>& 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<FRigVMSimPoint>& Points = *(TArray<FRigVMSimPoint>*)RigVMMemoryHandles[0].GetInputData(); \
TArray<FCRSimLinearSpring>& Links = *(TArray<FCRSimLinearSpring>*)RigVMMemoryHandles[1].GetInputData(); \
TArray<FCRSimPointForce>& Forces = *(TArray<FCRSimPointForce>*)RigVMMemoryHandles[2].GetInputData(); \
TArray<FCRSimSoftCollision>& CollisionVolumes = *(TArray<FCRSimSoftCollision>*)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<FRigUnit_PointSimulation_BoneTarget>& BoneTargets = *(TArray<FRigUnit_PointSimulation_BoneTarget>*)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<FRigVMExecuteContext>(), \
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