Refactor AnimGraph to support asynchronous execution
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@@ -9,25 +9,6 @@
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#include "Engine/Utilities/Delaunay2D.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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void AnimGraphBase::ClearCache()
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{
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// Clear sub-graphs
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for (int32 i = 0; i < SubGraphs.Count(); i++)
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{
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SubGraphs[i]->ClearCache();
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}
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// Clear cache
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for (int32 i = 0; i < Nodes.Count(); i++)
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{
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auto& node = Nodes[i];
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for (int32 j = 0; j < node.Boxes.Count(); j++)
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{
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node.Boxes[j].InvalidateCache();
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}
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}
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}
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AnimSubGraph* AnimGraphBase::LoadSubGraph(const void* data, int32 dataLength, const Char* name)
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{
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if (data == nullptr || dataLength == 0)
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