69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "EntitySystem/MovieSceneEntitySystem.h"
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#include "EntitySystem/MovieSceneBlenderSystem.h"
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#include "EntitySystem/MovieSceneDecompositionQuery.h"
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#include "EntitySystem/MovieSceneCachedEntityFilterResult.h"
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#include "MovieScenePiecewiseIntegerBlenderSystem.generated.h"
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namespace UE
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{
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namespace MovieScene
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{
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/** Blend result struct that stores the cumulative sum of pre-weighted values, alongside the total weight */
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struct FIntegerBlendResult
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{
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/** Cumulative sum of blend values pre-multiplied with each value's weight. */
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int32 Total = 0;
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/** Cumulative sum of weights. */
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double Weight = 0.f;
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};
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/** Struct that maintains accumulation buffers for each blend type */
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struct FIntegerAccumulationBuffers
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{
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bool IsEmpty() const;
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void Reset();
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TArray<FIntegerBlendResult> Absolute;
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TArray<FIntegerBlendResult> Relative;
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TArray<FIntegerBlendResult> Additive;
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TArray<FIntegerBlendResult> AdditiveFromBase;
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};
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} // namespace MovieScene
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} // namespace UE
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UCLASS(MinimalAPI)
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class UMovieScenePiecewiseIntegerBlenderSystem : public UMovieSceneBlenderSystem
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{
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public:
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GENERATED_BODY()
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MOVIESCENETRACKS_API UMovieScenePiecewiseIntegerBlenderSystem(const FObjectInitializer& ObjInit);
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using FMovieSceneEntityID = UE::MovieScene::FMovieSceneEntityID;
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using FComponentTypeID = UE::MovieScene::FComponentTypeID;
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MOVIESCENETRACKS_API virtual void OnLink() override;
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MOVIESCENETRACKS_API virtual void OnSchedulePersistentTasks(UE::MovieScene::IEntitySystemScheduler* TaskScheduler) override;
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MOVIESCENETRACKS_API virtual void OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents) override;
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private:
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void ReinitializeAccumulationBuffers();
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void ZeroAccumulationBuffers();
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private:
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UE::MovieScene::FIntegerAccumulationBuffers AccumulationBuffers;
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UE::MovieScene::FCachedEntityManagerState ChannelRelevancyCache;
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};
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