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68 lines
2.2 KiB
C++
68 lines
2.2 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Systems/ByteChannelEvaluatorSystem.h"
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#include "EntitySystem/BuiltInComponentTypes.h"
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#include "EntitySystem/MovieSceneEntitySystemTask.h"
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#include "EntitySystem/MovieSceneEntitySystemLinker.h"
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#include "EntitySystem/MovieSceneEvalTimeSystem.h"
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#include "Channels/MovieSceneByteChannel.h"
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#include "Math/NumericLimits.h"
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DECLARE_CYCLE_STAT(TEXT("MovieScene: Evaluate byte channels"), MovieSceneEval_EvaluateByteChannelTask, STATGROUP_MovieSceneECS);
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namespace UE
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{
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namespace MovieScene
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{
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// @todo: for multi-bindings we currently re-evaluate the byte channel for each binding, even though the time is the same.
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// Do we need to optimize for this case using something like the code below, while pessimizing the common (non-multi-bind) codepath??
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struct FEvaluateByteChannels
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{
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void ForEachEntity(FSourceByteChannel ByteChannel, FFrameTime FrameTime, uint8& OutResult)
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{
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if (!ByteChannel.Source->Evaluate(FrameTime, OutResult))
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{
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OutResult = MIN_uint8;
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}
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}
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};
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} // namespace MovieScene
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} // namespace UE
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UByteChannelEvaluatorSystem::UByteChannelEvaluatorSystem(const FObjectInitializer& ObjInit)
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: Super(ObjInit)
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{
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using namespace UE::MovieScene;
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const FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get();
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RelevantComponent = BuiltInComponents->ByteChannel;
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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DefineComponentProducer(UByteChannelEvaluatorSystem::StaticClass(), BuiltInComponents->ByteResult);
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DefineImplicitPrerequisite(UMovieSceneEvalTimeSystem::StaticClass(), GetClass());
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}
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}
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void UByteChannelEvaluatorSystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents)
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{
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using namespace UE::MovieScene;
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const FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get();
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// Evaluate byte channels per instance and write the evaluated value into the output
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FEntityTaskBuilder()
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.Read(BuiltInComponents->ByteChannel)
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.Read(BuiltInComponents->EvalTime)
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.Write(BuiltInComponents->ByteResult)
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.FilterNone({ BuiltInComponents->Tags.Ignored })
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.SetStat(GET_STATID(MovieSceneEval_EvaluateByteChannelTask))
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.Dispatch_PerEntity<FEvaluateByteChannels>(&Linker->EntityManager, InPrerequisites, &Subsequents);
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}
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