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- Add support for double precision channels, curves, evaluation, blending, and all other runtime infrastructure. - Note that, as usual for now, double channels load and save float values. - Editor side also gains some new track editors for these new types, with some workarounds to correctly recognize between float and double vectors. - Transform tracks are now operating entirely in doubles. - Float recomposing APIs for keying tracks in the editor are now using doubles, and have been renamed to "value recomposing". #rb max.chen #preflight 6123f6d9e7a3070001ff37ed [CL 17278174 by ludovic chabant in ue5-main branch]
29 lines
1.0 KiB
C++
29 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Systems/MovieScene3DTransformPropertySystem.h"
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#include "Systems/MovieScenePropertyInstantiator.h"
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#include "Systems/DoubleChannelEvaluatorSystem.h"
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#include "Systems/MovieScenePiecewiseDoubleBlenderSystem.h"
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#include "MovieSceneTracksComponentTypes.h"
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UMovieScene3DTransformPropertySystem::UMovieScene3DTransformPropertySystem(const FObjectInitializer& ObjInit)
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: Super(ObjInit)
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{
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SystemExclusionContext |= UE::MovieScene::EEntitySystemContext::Interrogation;
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BindToProperty(UE::MovieScene::FMovieSceneTracksComponentTypes::Get()->Transform);
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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DefineImplicitPrerequisite(UMovieScenePiecewiseDoubleBlenderSystem::StaticClass(), GetClass());
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DefineImplicitPrerequisite(UDoubleChannelEvaluatorSystem::StaticClass(), GetClass());
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}
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}
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void UMovieScene3DTransformPropertySystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents)
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{
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Super::OnRun(InPrerequisites, Subsequents);
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}
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