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Also, the blender systems should depend on the base value computing system, so that the base values are correctly computed by the time they're used for blending. #jira UE-123542 #rb max.chen [CL 17405210 by ludovic chabant in ue5-main branch]
51 lines
2.3 KiB
C++
51 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Systems/MovieScenePiecewiseFloatBlenderSystem.h"
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#include "EntitySystem/BuiltInComponentTypes.h"
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#include "EntitySystem/MovieSceneEntitySystemLinker.h"
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#include "EntitySystem/MovieSceneEntitySystemTask.h"
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#include "Systems/FloatChannelEvaluatorSystem.h"
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#include "Systems/MovieSceneBaseValueEvaluatorSystem.h"
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#include "Systems/MovieScenePiecewiseBlenderSystemImpl.h"
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#include "Systems/MovieSceneQuaternionInterpolationRotationSystem.h"
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#include "Systems/WeightAndEasingEvaluatorSystem.h"
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DECLARE_CYCLE_STAT(TEXT("Piecewise Float Blender System"), MovieSceneEval_PiecewiseFloatBlenderSystem, STATGROUP_MovieSceneECS);
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DECLARE_CYCLE_STAT(TEXT("Blend float values"), MovieSceneEval_BlendFloatValues, STATGROUP_MovieSceneECS);
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DECLARE_CYCLE_STAT(TEXT("Default combine blended float values"), MovieSceneEval_BlendCombineFloatValues, STATGROUP_MovieSceneECS);
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UMovieScenePiecewiseFloatBlenderSystem::UMovieScenePiecewiseFloatBlenderSystem(const FObjectInitializer& ObjInit)
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: Super(ObjInit)
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{
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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DefineImplicitPrerequisite(UFloatChannelEvaluatorSystem::StaticClass(), GetClass());
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DefineImplicitPrerequisite(UMovieSceneBaseValueEvaluatorSystem::StaticClass(), GetClass());
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DefineImplicitPrerequisite(UMovieSceneQuaternionInterpolationRotationSystem::StaticClass(), GetClass());
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DefineImplicitPrerequisite(UWeightAndEasingEvaluatorSystem::StaticClass(), GetClass());
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}
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}
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void UMovieScenePiecewiseFloatBlenderSystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents)
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{
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using namespace UE::MovieScene;
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SCOPE_CYCLE_COUNTER(MovieSceneEval_PiecewiseFloatBlenderSystem)
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CompactBlendChannels();
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FPiecewiseBlenderSystemImplRunParams Params;
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Params.MaximumNumBlends = AllocatedBlendChannels.Num();
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Params.BlendValuesStatId = GET_STATID(MovieSceneEval_BlendFloatValues);
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Params.CombineBlendsStatId = GET_STATID(MovieSceneEval_BlendCombineFloatValues);
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Impl.Run(Params, Linker->EntityManager, InPrerequisites, Subsequents);
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}
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FGraphEventRef UMovieScenePiecewiseFloatBlenderSystem::DispatchDecomposeTask(const UE::MovieScene::FValueDecompositionParams& Params, UE::MovieScene::FAlignedDecomposedValue* Output)
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{
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return Impl.DispatchDecomposeTask(Linker->EntityManager, Params, Output);
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}
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