// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Math/Transform.h" #include "StateStreamDefinitions.h" //////////////////////////////////////////////////////////////////////////////////////////////////// // Special implementations for types used in state stream states // Used by generated code inline void StateStreamInterpolate(FStateStreamInterpolateContext& Context, FTransform& Out, const FTransform& From, const FTransform& To) { Out.Blend(From, To, Context.Factor); } inline bool StateStreamEquals(const FTransform& A, const FTransform& B) { return false; } inline void StateStreamInterpolate(FStateStreamInterpolateContext& Context, TArray& Out, const TArray& From, const TArray& To) { int32 Num = To.Num(); check(Num == From.Num()); Out.SetNum(Num); for (int32 I=0; I!=Num; ++I) { Out[I].Blend(From[I], To[I], Context.Factor); } } inline bool StateStreamEquals(const TArray& A, const TArray& B) { return false; } ////////////////////////////////////////////////////////////////////////////////////////////////////