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UnrealEngineUWP/Engine/Source/Runtime/MovieSceneTracks/Private/Systems/MovieScenePiecewiseFloatBlenderSystem.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Systems/MovieScenePiecewiseFloatBlenderSystem.h"
#include "EntitySystem/BuiltInComponentTypes.h"
#include "EntitySystem/MovieSceneEntitySystemLinker.h"
#include "EntitySystem/MovieSceneEntitySystemTask.h"
#include "Systems/FloatChannelEvaluatorSystem.h"
#include "Systems/MovieSceneBaseValueEvaluatorSystem.h"
#include "Systems/MovieScenePiecewiseBlenderSystemImpl.h"
#include "Systems/MovieSceneQuaternionInterpolationRotationSystem.h"
#include "Systems/WeightAndEasingEvaluatorSystem.h"
DECLARE_CYCLE_STAT(TEXT("Piecewise Float Blender System"), MovieSceneEval_PiecewiseFloatBlenderSystem, STATGROUP_MovieSceneECS);
DECLARE_CYCLE_STAT(TEXT("Blend float values"), MovieSceneEval_BlendFloatValues, STATGROUP_MovieSceneECS);
DECLARE_CYCLE_STAT(TEXT("Default combine blended float values"), MovieSceneEval_BlendCombineFloatValues, STATGROUP_MovieSceneECS);
UMovieScenePiecewiseFloatBlenderSystem::UMovieScenePiecewiseFloatBlenderSystem(const FObjectInitializer& ObjInit)
: Super(ObjInit)
{
if (HasAnyFlags(RF_ClassDefaultObject))
{
DefineImplicitPrerequisite(UFloatChannelEvaluatorSystem::StaticClass(), GetClass());
DefineImplicitPrerequisite(UMovieSceneBaseValueEvaluatorSystem::StaticClass(), GetClass());
DefineImplicitPrerequisite(UMovieSceneQuaternionInterpolationRotationSystem::StaticClass(), GetClass());
DefineImplicitPrerequisite(UWeightAndEasingEvaluatorSystem::StaticClass(), GetClass());
}
}
void UMovieScenePiecewiseFloatBlenderSystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents)
{
using namespace UE::MovieScene;
SCOPE_CYCLE_COUNTER(MovieSceneEval_PiecewiseFloatBlenderSystem)
CompactBlendChannels();
FPiecewiseBlenderSystemImplRunParams Params;
Params.MaximumNumBlends = AllocatedBlendChannels.Num();
Params.BlendValuesStatId = GET_STATID(MovieSceneEval_BlendFloatValues);
Params.CombineBlendsStatId = GET_STATID(MovieSceneEval_BlendCombineFloatValues);
Impl.Run(Params, Linker->EntityManager, InPrerequisites, Subsequents);
}
FGraphEventRef UMovieScenePiecewiseFloatBlenderSystem::DispatchDecomposeTask(const UE::MovieScene::FValueDecompositionParams& Params, UE::MovieScene::FAlignedDecomposedValue* Output)
{
return Impl.DispatchDecomposeTask(Linker->EntityManager, Params, Output);
}