41 lines
1.3 KiB
C++
41 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "EntitySystem/MovieSceneEntitySystem.h"
|
|
#include "MovieSceneConstraintSystem.generated.h"
|
|
|
|
class UTransformableComponentHandle;
|
|
class UTickableTransformConstraint;
|
|
|
|
namespace UE::MovieScene
|
|
{
|
|
struct FEvaluateConstraintChannels;
|
|
}
|
|
|
|
/**
|
|
* System that is responsible for propagating constraints to a bound object's FConstraintsManagerController.
|
|
*/
|
|
UCLASS(MinimalAPI)
|
|
class UMovieSceneConstraintSystem : public UMovieSceneEntitySystem
|
|
{
|
|
public:
|
|
|
|
GENERATED_BODY()
|
|
//if constraint has a dynamic offset we need to make sure the constraint get's notified the handle is updated
|
|
struct FUpdateHandleForConstraint
|
|
{
|
|
TWeakObjectPtr<UTickableTransformConstraint> Constraint;
|
|
TWeakObjectPtr<UTransformableComponentHandle> TransformHandle;
|
|
};
|
|
|
|
MOVIESCENETRACKS_API UMovieSceneConstraintSystem(const FObjectInitializer& ObjInit);
|
|
MOVIESCENETRACKS_API virtual void OnSchedulePersistentTasks(UE::MovieScene::IEntitySystemScheduler* TaskScheduler) override;
|
|
MOVIESCENETRACKS_API virtual void OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents) override;
|
|
|
|
protected:
|
|
friend UE::MovieScene::FEvaluateConstraintChannels;
|
|
|
|
TArray<FUpdateHandleForConstraint> DynamicOffsets;
|
|
};
|