BsAnimation.cpp 21 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsAnimation.h"
  4. #include "BsAnimationManager.h"
  5. #include "BsAnimationClip.h"
  6. namespace BansheeEngine
  7. {
  8. AnimationClipInfo::AnimationClipInfo()
  9. : fadeDirection(0.0f), fadeTime(0.0f), fadeLength(0.0f), layerIdx(0), curveVersion(0), stateIdx(0)
  10. { }
  11. AnimationClipInfo::AnimationClipInfo(const HAnimationClip& clip)
  12. : fadeDirection(0.0f), fadeTime(0.0f), fadeLength(0.0f), clip(clip), curveVersion(0), layerIdx(0), stateIdx(0)
  13. { }
  14. Blend1DInfo::Blend1DInfo(UINT32 numClips)
  15. : clips(nullptr), numClips(numClips)
  16. {
  17. if (numClips > 0)
  18. clips = bs_newN<BlendClipInfo>(numClips);
  19. }
  20. Blend1DInfo::~Blend1DInfo()
  21. {
  22. if(clips != nullptr)
  23. bs_deleteN(clips, numClips);
  24. }
  25. AnimationProxy::AnimationProxy(UINT64 id)
  26. :id(id), layers(nullptr), numLayers(0), genericCurveOutputs(nullptr)
  27. { }
  28. AnimationProxy::~AnimationProxy()
  29. {
  30. clear();
  31. }
  32. void AnimationProxy::clear()
  33. {
  34. if (layers == nullptr)
  35. return;
  36. for(UINT32 i = 0; i < numLayers; i++)
  37. {
  38. AnimationStateLayer& layer = layers[i];
  39. for(UINT32 j = 0; j < layer.numStates; j++)
  40. {
  41. AnimationState& state = layer.states[j];
  42. if(state.curves != nullptr)
  43. {
  44. {
  45. UINT32 numCurves = (UINT32)state.curves->position.size();
  46. for (UINT32 k = 0; k < numCurves; k++)
  47. state.positionCaches[k].~TCurveCache();
  48. }
  49. {
  50. UINT32 numCurves = (UINT32)state.curves->rotation.size();
  51. for (UINT32 k = 0; k < numCurves; k++)
  52. state.rotationCaches[k].~TCurveCache();
  53. }
  54. {
  55. UINT32 numCurves = (UINT32)state.curves->scale.size();
  56. for (UINT32 k = 0; k < numCurves; k++)
  57. state.scaleCaches[k].~TCurveCache();
  58. }
  59. {
  60. UINT32 numCurves = (UINT32)state.curves->generic.size();
  61. for (UINT32 k = 0; k < numCurves; k++)
  62. state.genericCaches[k].~TCurveCache();
  63. }
  64. }
  65. if(skeleton != nullptr)
  66. {
  67. UINT32 numBones = skeleton->getNumBones();
  68. for (UINT32 k = 0; k < numBones; k++)
  69. state.boneToCurveMapping[k].~AnimationCurveMapping();
  70. }
  71. state.~AnimationState();
  72. }
  73. layer.~AnimationStateLayer();
  74. }
  75. // All the memory is part of the same buffer, so we only need to free the first element
  76. bs_free(layers);
  77. layers = nullptr;
  78. genericCurveOutputs = nullptr;
  79. numLayers = 0;
  80. }
  81. void AnimationProxy::rebuild(const SPtr<Skeleton>& skeleton, Vector<AnimationClipInfo>& clipInfos)
  82. {
  83. this->skeleton = skeleton;
  84. // Note: I could avoid having a separate allocation for LocalSkeletonPose and use the same buffer as the rest
  85. // of AnimationProxy
  86. if (skeleton != nullptr)
  87. localPose = LocalSkeletonPose(skeleton->getNumBones());
  88. else
  89. {
  90. UINT32 numPosCurves = 0;
  91. UINT32 numRotCurves = 0;
  92. UINT32 numScaleCurves = 0;
  93. // Note: I'm recalculating this both here and in follow-up rebuild() call, it could be avoided.
  94. for (auto& clipInfo : clipInfos)
  95. {
  96. if (!clipInfo.clip.isLoaded())
  97. continue;
  98. SPtr<AnimationCurves> curves = clipInfo.clip->getCurves();
  99. numPosCurves += (UINT32)curves->position.size();
  100. numRotCurves += (UINT32)curves->rotation.size();
  101. numScaleCurves += (UINT32)curves->scale.size();
  102. }
  103. localPose = LocalSkeletonPose(numPosCurves, numRotCurves, numScaleCurves);
  104. }
  105. rebuild(clipInfos);
  106. }
  107. void AnimationProxy::rebuild(Vector<AnimationClipInfo>& clipInfos)
  108. {
  109. clear();
  110. bs_frame_mark();
  111. {
  112. FrameVector<AnimationStateLayer> tempLayers;
  113. for (auto& clipInfo : clipInfos)
  114. {
  115. UINT32 layer = clipInfo.state.layer;
  116. if (layer == (UINT32)-1)
  117. layer = 0;
  118. else
  119. layer += 1;
  120. auto iterFind = std::find_if(tempLayers.begin(), tempLayers.end(),
  121. [&](auto& x)
  122. {
  123. return x.index == layer;
  124. });
  125. if (iterFind == tempLayers.end())
  126. {
  127. tempLayers.push_back(AnimationStateLayer());
  128. AnimationStateLayer& newLayer = tempLayers.back();
  129. newLayer.index = layer;
  130. newLayer.additive = clipInfo.clip.isLoaded() && clipInfo.clip->isAdditive();
  131. }
  132. }
  133. std::sort(tempLayers.begin(), tempLayers.end(),
  134. [&](auto& x, auto& y)
  135. {
  136. return x.index < y.index;
  137. });
  138. numLayers = (UINT32)tempLayers.size();
  139. UINT32 numClips = (UINT32)clipInfos.size();
  140. UINT32 numBones;
  141. if (skeleton != nullptr)
  142. numBones = skeleton->getNumBones();
  143. else
  144. numBones = 0;
  145. UINT32 numPosCurves = 0;
  146. UINT32 numRotCurves = 0;
  147. UINT32 numScaleCurves = 0;
  148. UINT32 numGenCurves = 0;
  149. for (auto& clipInfo : clipInfos)
  150. {
  151. if (!clipInfo.clip.isLoaded())
  152. continue;
  153. SPtr<AnimationCurves> curves = clipInfo.clip->getCurves();
  154. numPosCurves += (UINT32)curves->position.size();
  155. numRotCurves += (UINT32)curves->rotation.size();
  156. numScaleCurves += (UINT32)curves->scale.size();
  157. numGenCurves += (UINT32)curves->generic.size();
  158. }
  159. UINT32 numBoneMappings = numBones * numClips;
  160. UINT32 layersSize = sizeof(AnimationStateLayer) * numLayers;
  161. UINT32 clipsSize = sizeof(AnimationState) * numClips;
  162. UINT32 boneMappingSize = numBoneMappings * sizeof(AnimationCurveMapping);
  163. UINT32 posCacheSize = numPosCurves * sizeof(TCurveCache<Vector3>);
  164. UINT32 rotCacheSize = numRotCurves * sizeof(TCurveCache<Quaternion>);
  165. UINT32 scaleCacheSize = numScaleCurves * sizeof(TCurveCache<Vector3>);
  166. UINT32 genCacheSize = numGenCurves * sizeof(TCurveCache<float>);
  167. UINT32 genericCurveOutputSize = numGenCurves * sizeof(float);
  168. UINT8* data = (UINT8*)bs_alloc(layersSize + clipsSize + boneMappingSize + posCacheSize + rotCacheSize +
  169. scaleCacheSize + genCacheSize + genericCurveOutputSize);
  170. layers = (AnimationStateLayer*)data;
  171. memcpy(layers, tempLayers.data(), layersSize);
  172. data += layersSize;
  173. AnimationState* states = (AnimationState*)data;
  174. for(UINT32 i = 0; i < numClips; i++)
  175. new (&states[i]) AnimationState();
  176. data += clipsSize;
  177. AnimationCurveMapping* boneMappings = (AnimationCurveMapping*)data;
  178. for (UINT32 i = 0; i < numBoneMappings; i++)
  179. new (&boneMappings[i]) AnimationCurveMapping();
  180. data += boneMappingSize;
  181. TCurveCache<Vector3>* posCache = (TCurveCache<Vector3>*)data;
  182. for (UINT32 i = 0; i < numPosCurves; i++)
  183. new (&posCache[i]) TCurveCache<Vector3>();
  184. data += posCacheSize;
  185. TCurveCache<Quaternion>* rotCache = (TCurveCache<Quaternion>*)data;
  186. for (UINT32 i = 0; i < numRotCurves; i++)
  187. new (&rotCache[i]) TCurveCache<Quaternion>();
  188. data += rotCacheSize;
  189. TCurveCache<Vector3>* scaleCache = (TCurveCache<Vector3>*)data;
  190. for (UINT32 i = 0; i < numScaleCurves; i++)
  191. new (&scaleCache[i]) TCurveCache<Vector3>();
  192. data += scaleCacheSize;
  193. TCurveCache<float>* genCache = (TCurveCache<float>*)data;
  194. for (UINT32 i = 0; i < numGenCurves; i++)
  195. new (&genCache[i]) TCurveCache<float>();
  196. data += genCacheSize;
  197. genericCurveOutputs = (float*)data;
  198. UINT32 curLayerIdx = 0;
  199. UINT32 curStateIdx = 0;
  200. for(UINT32 i = 0; i < numLayers; i++)
  201. {
  202. AnimationStateLayer& layer = layers[i];
  203. layer.states = &states[curStateIdx];
  204. layer.numStates = 0;
  205. UINT32 localStateIdx = 0;
  206. for(auto& clipInfo : clipInfos)
  207. {
  208. UINT32 clipLayer = clipInfo.state.layer;
  209. if (clipLayer == (UINT32)-1)
  210. clipLayer = 0;
  211. else
  212. clipLayer += 1;
  213. if (clipLayer != layer.index)
  214. continue;
  215. AnimationState& state = states[curStateIdx];
  216. state.loop = clipInfo.state.wrapMode == AnimWrapMode::Loop;
  217. state.time = clipInfo.state.time;
  218. // Calculate weight if fading is active
  219. float weight = clipInfo.state.weight;
  220. //// Assumes time is clamped to [0, fadeLength] and fadeLength != 0
  221. if(clipInfo.fadeDirection < 0.0f)
  222. {
  223. float t = clipInfo.fadeTime / clipInfo.fadeLength;
  224. weight *= (1.0f - t);
  225. }
  226. else if(clipInfo.fadeDirection > 0.0f)
  227. {
  228. float t = clipInfo.fadeTime / clipInfo.fadeLength;
  229. weight *= t;
  230. }
  231. state.weight = weight;
  232. // Set up individual curves and their caches
  233. bool isClipValid = clipInfo.clip.isLoaded();
  234. if(isClipValid)
  235. state.curves = clipInfo.clip->getCurves();
  236. else
  237. {
  238. static SPtr<AnimationCurves> zeroCurves = bs_shared_ptr_new<AnimationCurves>();
  239. state.curves = zeroCurves;
  240. }
  241. state.positionCaches = posCache;
  242. posCache += state.curves->position.size();
  243. state.rotationCaches = rotCache;
  244. rotCache += state.curves->rotation.size();
  245. state.scaleCaches = scaleCache;
  246. scaleCache += state.curves->scale.size();
  247. state.genericCaches = genCache;
  248. genCache += state.curves->generic.size();
  249. clipInfo.layerIdx = curLayerIdx;
  250. clipInfo.stateIdx = localStateIdx;
  251. if(isClipValid)
  252. clipInfo.curveVersion = clipInfo.clip->getVersion();
  253. // Set up bone mapping
  254. if (skeleton != nullptr)
  255. {
  256. state.boneToCurveMapping = &boneMappings[curStateIdx * numBones];
  257. if (isClipValid)
  258. {
  259. clipInfo.clip->getBoneMapping(*skeleton, state.boneToCurveMapping);
  260. }
  261. else
  262. {
  263. AnimationCurveMapping emptyMapping = { (UINT32)-1, (UINT32)-1, (UINT32)-1 };
  264. for (UINT32 i = 0; i < numBones; i++)
  265. state.boneToCurveMapping[i] = emptyMapping;
  266. }
  267. }
  268. else
  269. state.boneToCurveMapping = nullptr;
  270. layer.numStates++;
  271. curStateIdx++;
  272. localStateIdx++;
  273. }
  274. curLayerIdx++;
  275. // Must be larger than zero otherwise the layer.states pointer will point to data held by some other layer
  276. assert(layer.numStates > 0);
  277. }
  278. }
  279. bs_frame_clear();
  280. }
  281. void AnimationProxy::updateValues(const Vector<AnimationClipInfo>& clipInfos)
  282. {
  283. for(auto& clipInfo : clipInfos)
  284. {
  285. AnimationState& state = layers[clipInfo.layerIdx].states[clipInfo.stateIdx];
  286. state.loop = clipInfo.state.wrapMode == AnimWrapMode::Loop;
  287. state.weight = clipInfo.state.weight;
  288. state.time = clipInfo.state.time;
  289. }
  290. }
  291. void AnimationProxy::updateTime(const Vector<AnimationClipInfo>& clipInfos)
  292. {
  293. for (auto& clipInfo : clipInfos)
  294. {
  295. AnimationState& state = layers[clipInfo.layerIdx].states[clipInfo.stateIdx];
  296. state.time = clipInfo.state.time;
  297. }
  298. }
  299. Animation::Animation()
  300. : mDefaultWrapMode(AnimWrapMode::Loop), mDefaultSpeed(1.0f), mDirty(AnimDirtyStateFlag::Skeleton)
  301. {
  302. mId = AnimationManager::instance().registerAnimation(this);
  303. mAnimProxy = bs_shared_ptr_new<AnimationProxy>(mId);
  304. }
  305. Animation::~Animation()
  306. {
  307. AnimationManager::instance().unregisterAnimation(mId);
  308. }
  309. void Animation::setSkeleton(const SPtr<Skeleton>& skeleton)
  310. {
  311. mSkeleton = skeleton;
  312. mDirty |= AnimDirtyStateFlag::Skeleton;
  313. }
  314. void Animation::setWrapMode(AnimWrapMode wrapMode)
  315. {
  316. mDefaultWrapMode = wrapMode;
  317. for (auto& clipInfo : mClipInfos)
  318. clipInfo.state.wrapMode = wrapMode;
  319. mDirty |= AnimDirtyStateFlag::Value;
  320. }
  321. void Animation::setSpeed(float speed)
  322. {
  323. mDefaultSpeed = speed;
  324. for (auto& clipInfo : mClipInfos)
  325. {
  326. // Special case: Ignore non-moving ones
  327. if(!clipInfo.state.stopped)
  328. clipInfo.state.speed = speed;
  329. }
  330. mDirty |= AnimDirtyStateFlag::Value;
  331. }
  332. void Animation::play(const HAnimationClip& clip)
  333. {
  334. AnimationClipInfo* clipInfo = addClip(clip, (UINT32)-1);
  335. if(clipInfo != nullptr)
  336. {
  337. clipInfo->state.time = 0.0f;
  338. clipInfo->state.speed = mDefaultSpeed;
  339. clipInfo->state.weight = 1.0f;
  340. clipInfo->state.wrapMode = mDefaultWrapMode;
  341. }
  342. mDirty |= AnimDirtyStateFlag::Value;
  343. }
  344. void Animation::blendAdditive(const HAnimationClip& clip, float weight, float fadeLength, UINT32 layer)
  345. {
  346. if(clip != nullptr && !clip->isAdditive())
  347. {
  348. LOGWRN("blendAdditive() called with a clip that doesn't contain additive animation. Ignoring.");
  349. // Stop any clips on this layer, even if invalid
  350. HAnimationClip nullClip;
  351. addClip(nullClip, layer);
  352. return;
  353. }
  354. AnimationClipInfo* clipInfo = addClip(clip, layer);
  355. if (clipInfo != nullptr)
  356. {
  357. clipInfo->state.time = 0.0f;
  358. clipInfo->state.speed = mDefaultSpeed;
  359. clipInfo->state.weight = weight;
  360. clipInfo->state.wrapMode = mDefaultWrapMode;
  361. if(fadeLength > 0.0f)
  362. {
  363. clipInfo->fadeDirection = 1.0f;
  364. clipInfo->fadeTime = 0.0f;
  365. clipInfo->fadeLength = fadeLength;
  366. }
  367. mDirty |= AnimDirtyStateFlag::Value;
  368. }
  369. }
  370. void Animation::blend1D(const Blend1DInfo& info, float t)
  371. {
  372. if (info.numClips == 0)
  373. return;
  374. // Find valid range
  375. float startPos = 0.0f;
  376. float endPos = 0.0f;
  377. for (UINT32 i = 0; i < info.numClips; i++)
  378. {
  379. startPos = std::min(startPos, info.clips[i].position);
  380. endPos = std::min(endPos, info.clips[i].position);
  381. }
  382. float length = endPos - startPos;
  383. if(Math::approxEquals(length, 0.0f) || info.numClips < 2)
  384. {
  385. play(info.clips[0].clip);
  386. return;
  387. }
  388. // Clamp or loop time
  389. bool loop = mDefaultWrapMode == AnimWrapMode::Loop;
  390. if (t < startPos)
  391. {
  392. if (loop)
  393. t = t - std::floor(t / length) * length;
  394. else // Clamping
  395. t = startPos;
  396. }
  397. if (t > endPos)
  398. {
  399. if (loop)
  400. t = t - std::floor(t / length) * length;
  401. else // Clamping
  402. t = endPos;
  403. }
  404. // Find keys to blend between
  405. UINT32 leftKey = 0;
  406. UINT32 rightKey = 0;
  407. INT32 start = 0;
  408. INT32 searchLength = (INT32)info.numClips;
  409. while (searchLength > 0)
  410. {
  411. INT32 half = searchLength >> 1;
  412. INT32 mid = start + half;
  413. if (t < info.clips[mid].position)
  414. {
  415. searchLength = half;
  416. }
  417. else
  418. {
  419. start = mid + 1;
  420. searchLength -= (half + 1);
  421. }
  422. }
  423. leftKey = std::max(0, start - 1);
  424. rightKey = std::min(start, (INT32)info.numClips - 1);
  425. float interpLength = info.clips[rightKey].position - info.clips[leftKey].position;
  426. t = (t - info.clips[leftKey].position) / interpLength;
  427. // Add clips and set weights
  428. for(UINT32 i = 0; i < info.numClips; i++)
  429. {
  430. AnimationClipInfo* clipInfo = addClip(info.clips[i].clip, (UINT32)-1, i == 0);
  431. if (clipInfo != nullptr)
  432. {
  433. clipInfo->state.time = 0.0f;
  434. clipInfo->state.stopped = true;
  435. clipInfo->state.speed = 0.0f;
  436. clipInfo->state.wrapMode = AnimWrapMode::Clamp;
  437. if (i == leftKey)
  438. clipInfo->state.weight = 1.0f - t;
  439. else if (i == rightKey)
  440. clipInfo->state.weight = t;
  441. else
  442. clipInfo->state.weight = 0.0f;
  443. }
  444. }
  445. mDirty |= AnimDirtyStateFlag::Value;
  446. }
  447. void Animation::blend2D(const Blend2DInfo& info, const Vector2& t)
  448. {
  449. AnimationClipInfo* topLeftClipInfo = addClip(info.topLeftClip, (UINT32)-1, true);
  450. if (topLeftClipInfo != nullptr)
  451. {
  452. topLeftClipInfo->state.time = 0.0f;
  453. topLeftClipInfo->state.stopped = true;
  454. topLeftClipInfo->state.speed = 0.0f;
  455. topLeftClipInfo->state.weight = (1.0f - t.x) * (1.0f - t.y);
  456. topLeftClipInfo->state.wrapMode = AnimWrapMode::Clamp;
  457. }
  458. AnimationClipInfo* topRightClipInfo = addClip(info.topRightClip, (UINT32)-1, false);
  459. if (topRightClipInfo != nullptr)
  460. {
  461. topRightClipInfo->state.time = 0.0f;
  462. topRightClipInfo->state.stopped = true;
  463. topLeftClipInfo->state.speed = 0.0f;
  464. topRightClipInfo->state.weight = t.x * (1.0f - t.y);
  465. topRightClipInfo->state.wrapMode = AnimWrapMode::Clamp;
  466. }
  467. AnimationClipInfo* botLeftClipInfo = addClip(info.botLeftClip, (UINT32)-1, false);
  468. if (botLeftClipInfo != nullptr)
  469. {
  470. botLeftClipInfo->state.time = 0.0f;
  471. botLeftClipInfo->state.stopped = true;
  472. topLeftClipInfo->state.speed = 0.0f;
  473. botLeftClipInfo->state.weight = (1.0f - t.x) * t.y;
  474. botLeftClipInfo->state.wrapMode = AnimWrapMode::Clamp;
  475. }
  476. AnimationClipInfo* botRightClipInfo = addClip(info.botRightClip, (UINT32)-1, false);
  477. if (botRightClipInfo != nullptr)
  478. {
  479. botRightClipInfo->state.time = 0.0f;
  480. botRightClipInfo->state.stopped = true;
  481. botRightClipInfo->state.speed = 0.0f;
  482. botRightClipInfo->state.weight = t.x * t.y;
  483. botRightClipInfo->state.wrapMode = AnimWrapMode::Clamp;
  484. }
  485. mDirty |= AnimDirtyStateFlag::Value;
  486. }
  487. void Animation::crossFade(const HAnimationClip& clip, float fadeLength)
  488. {
  489. bool isFading = fadeLength > 0.0f;
  490. if(!isFading)
  491. {
  492. play(clip);
  493. return;
  494. }
  495. AnimationClipInfo* clipInfo = addClip(clip, (UINT32)-1, false);
  496. if (clipInfo != nullptr)
  497. {
  498. clipInfo->state.time = 0.0f;
  499. clipInfo->state.speed = mDefaultSpeed;
  500. clipInfo->state.weight = 1.0f;
  501. clipInfo->state.wrapMode = mDefaultWrapMode;
  502. // Set up fade lengths
  503. clipInfo->fadeDirection = 1.0f;
  504. clipInfo->fadeTime = 0.0f;
  505. clipInfo->fadeLength = fadeLength;
  506. for (auto& entry : mClipInfos)
  507. {
  508. if (entry.state.layer == (UINT32)-1 && entry.clip != clip)
  509. {
  510. // If other clips are already cross-fading, we need to persist their current weight before starting
  511. // a new crossfade. We do that by adjusting the fade times.
  512. if(clipInfo->fadeDirection != 0 && clipInfo->fadeTime < clipInfo->fadeLength)
  513. {
  514. float t = clipInfo->fadeTime / clipInfo->fadeLength;
  515. if (clipInfo->fadeDirection < 0.0f)
  516. t = (1.0f - t);
  517. clipInfo->state.weight *= t;
  518. }
  519. clipInfo->fadeDirection = -1.0f;
  520. clipInfo->fadeTime = 0.0f;
  521. clipInfo->fadeLength = fadeLength;
  522. }
  523. }
  524. }
  525. mDirty |= AnimDirtyStateFlag::Value;
  526. }
  527. void Animation::stop(UINT32 layer)
  528. {
  529. bs_frame_mark();
  530. {
  531. FrameVector<AnimationClipInfo> newClips;
  532. for (auto& clipInfo : mClipInfos)
  533. {
  534. if (clipInfo.state.layer != layer)
  535. newClips.push_back(clipInfo);
  536. else
  537. mDirty |= AnimDirtyStateFlag::Layout;
  538. }
  539. mClipInfos.resize(newClips.size());
  540. memcpy(mClipInfos.data(), newClips.data(), sizeof(AnimationClipInfo) * newClips.size());
  541. }
  542. bs_frame_clear();
  543. }
  544. void Animation::stopAll()
  545. {
  546. mClipInfos.clear();
  547. mDirty |= AnimDirtyStateFlag::Layout;
  548. }
  549. AnimationClipInfo* Animation::addClip(const HAnimationClip& clip, UINT32 layer, bool stopExisting)
  550. {
  551. AnimationClipInfo* output = nullptr;
  552. bool hasExisting = false;
  553. // Search for existing
  554. for (auto& clipInfo : mClipInfos)
  555. {
  556. if (clipInfo.state.layer == layer)
  557. {
  558. if (clipInfo.clip == clip)
  559. output = &clipInfo;
  560. else if (stopExisting)
  561. hasExisting = true;
  562. }
  563. }
  564. // Doesn't exist or found extra animations, rebuild
  565. if (output == nullptr || hasExisting)
  566. {
  567. bs_frame_mark();
  568. {
  569. FrameVector<AnimationClipInfo> newClips;
  570. for (auto& clipInfo : mClipInfos)
  571. {
  572. if (!stopExisting || clipInfo.state.layer != layer || clipInfo.clip == clip)
  573. newClips.push_back(clipInfo);
  574. }
  575. if (output == nullptr && clip != nullptr)
  576. newClips.push_back(AnimationClipInfo());
  577. mClipInfos.resize(newClips.size());
  578. memcpy(mClipInfos.data(), newClips.data(), sizeof(AnimationClipInfo) * newClips.size());
  579. mDirty |= AnimDirtyStateFlag::Layout;
  580. }
  581. bs_frame_clear();
  582. }
  583. // If new clip was added, get its address
  584. if (output == nullptr && clip != nullptr)
  585. {
  586. AnimationClipInfo& newInfo = mClipInfos.back();
  587. newInfo.clip = clip;
  588. newInfo.layerIdx = layer;
  589. output = &newInfo;
  590. }
  591. return output;
  592. }
  593. bool Animation::isPlaying() const
  594. {
  595. for(auto& clipInfo : mClipInfos)
  596. {
  597. if (clipInfo.clip.isLoaded())
  598. return true;
  599. }
  600. return false;
  601. }
  602. bool Animation::getState(const HAnimationClip& clip, AnimationClipState& state)
  603. {
  604. if (clip == nullptr)
  605. return false;
  606. for (auto& clipInfo : mClipInfos)
  607. {
  608. if (clipInfo.clip == clip)
  609. {
  610. state = clipInfo.state;
  611. return true;
  612. }
  613. }
  614. return false;
  615. }
  616. void Animation::setState(const HAnimationClip& clip, AnimationClipState state)
  617. {
  618. AnimationClipInfo* clipInfo = addClip(clip, state.layer, false);
  619. if (clipInfo == nullptr)
  620. return;
  621. clipInfo->state = state;
  622. mDirty |= AnimDirtyStateFlag::Value;
  623. }
  624. SPtr<Animation> Animation::create()
  625. {
  626. Animation* anim = new (bs_alloc<Animation>()) Animation();
  627. SPtr<Animation> animPtr = bs_core_ptr(anim);
  628. animPtr->_setThisPtr(animPtr);
  629. animPtr->initialize();
  630. return animPtr;
  631. }
  632. void Animation::updateAnimProxy(float timeDelta)
  633. {
  634. // Check if any of the clip curves are dirty and advance time, perform fading
  635. for (auto& clipInfo : mClipInfos)
  636. {
  637. float scaledTimeDelta = timeDelta * clipInfo.state.speed;
  638. clipInfo.state.time += scaledTimeDelta;
  639. if (clipInfo.clip.isLoaded() && clipInfo.curveVersion != clipInfo.clip->getVersion())
  640. mDirty |= AnimDirtyStateFlag::Layout;
  641. float fadeTime = clipInfo.fadeTime + scaledTimeDelta;
  642. clipInfo.fadeTime = Math::clamp(fadeTime, 0.0f, clipInfo.fadeLength);
  643. }
  644. if((UINT32)mDirty == 0) // Clean
  645. {
  646. mAnimProxy->updateTime(mClipInfos);
  647. }
  648. else
  649. {
  650. if (mDirty.isSet(AnimDirtyStateFlag::Skeleton))
  651. mAnimProxy->rebuild(mSkeleton, mClipInfos);
  652. else if (mDirty.isSet(AnimDirtyStateFlag::Layout))
  653. mAnimProxy->rebuild(mClipInfos);
  654. else if (mDirty.isSet(AnimDirtyStateFlag::Value))
  655. mAnimProxy->updateValues(mClipInfos);
  656. }
  657. mDirty = AnimDirtyState();
  658. }
  659. }