BsAnimationManager.cpp 6.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsAnimationManager.h"
  4. #include "BsAnimation.h"
  5. #include "BsAnimationClip.h"
  6. #include "BsTaskScheduler.h"
  7. #include "BsTime.h"
  8. namespace BansheeEngine
  9. {
  10. AnimationManager::AnimationManager()
  11. : mNextId(1), mUpdateRate(1.0f / 60.0f), mAnimationTime(0.0f), mLastAnimationUpdateTime(0.0f)
  12. , mNextAnimationUpdateTime(0.0f), mPaused(false), mWorkerRunning(false), mPoseReadBufferIdx(0)
  13. , mPoseWriteBufferIdx(0), mDataReadyCount(0)
  14. {
  15. mAnimationWorker = Task::create("Animation", std::bind(&AnimationManager::evaluateAnimation, this));
  16. }
  17. void AnimationManager::setPaused(bool paused)
  18. {
  19. mPaused = paused;
  20. }
  21. void AnimationManager::setUpdateRate(UINT32 fps)
  22. {
  23. if (fps == 0)
  24. fps = 1;
  25. mUpdateRate = 1.0f / fps;
  26. }
  27. void AnimationManager::preUpdate()
  28. {
  29. if (mPaused || !mWorkerRunning)
  30. return;
  31. mAnimationWorker->wait();
  32. // Make sure we don't load obsolete skeletal pose and other evaluation ouputs written by the animation thread
  33. std::atomic_thread_fence(std::memory_order_acquire);
  34. // TODO - Write TRS animation results to relevant SceneObjects
  35. // TODO - Transfer generic curve evaluated data back to Animation
  36. mWorkerRunning = false;
  37. }
  38. void AnimationManager::postUpdate()
  39. {
  40. if (mPaused)
  41. return;
  42. mAnimationTime += gTime().getFrameDelta();
  43. if (mAnimationTime < mNextAnimationUpdateTime)
  44. return;
  45. mNextAnimationUpdateTime = Math::floor(mAnimationTime / mUpdateRate) * mUpdateRate + mUpdateRate;
  46. float timeDelta = mAnimationTime - mLastAnimationUpdateTime;
  47. mLastAnimationUpdateTime = mAnimationTime;
  48. // Update poses in the currently active buffer. Multi-buffering allows the core thread to safely read the
  49. // poses without worrying about them being overwritten by another call to postUpdate, as long as the simulation
  50. // thread doesn't go more than (CoreThread::NUM_SYNC_BUFFERS - 1) frames ahead.
  51. mProxies.clear();
  52. for (auto& anim : mAnimations)
  53. {
  54. anim.second->updateAnimProxy(timeDelta);
  55. mProxies[anim.second->mId] = anim.second->mAnimProxy;
  56. }
  57. // Make sure thread finishes writing all changes to the anim proxies as they will be read by the animation thread
  58. std::atomic_thread_fence(std::memory_order_release);
  59. // Note: Animation thread will trigger about the same time as the core thread. The core thread will need to wait
  60. // until animation thread finishes, which might end up blocking it (and losing the multi-threading performance).
  61. // Consider delaying displayed animation for a single frame or pre-calculating animations (by advancing time the
  62. // previous frame) for non-dirty animations.
  63. TaskScheduler::instance().addTask(mAnimationWorker);
  64. mWorkerRunning = true;
  65. }
  66. void AnimationManager::evaluateAnimation()
  67. {
  68. // Make sure we don't load obsolete anim proxy data written by the simulation thread
  69. std::atomic_thread_fence(std::memory_order_acquire);
  70. // No need for locking, as we are sure that only postUpdate() writes to the proxy buffer, and increments the write
  71. // buffer index. And it's called sequentially ensuring previous call to evaluate finishes.
  72. UINT32 totalNumBones = 0;
  73. for (auto& anim : mProxies)
  74. {
  75. if (anim->skeleton != nullptr)
  76. totalNumBones += anim->skeleton->getNumBones();
  77. }
  78. RendererAnimationData& renderData = mAnimData[mPoseWriteBufferIdx];
  79. mPoseWriteBufferIdx = (mPoseWriteBufferIdx + 1) % CoreThread::NUM_SYNC_BUFFERS;
  80. renderData.poseInfos.clear();
  81. renderData.transforms.resize(totalNumBones);
  82. UINT32 curBoneIdx = 0;
  83. for(auto& anim : mProxies)
  84. {
  85. if (anim->skeleton != nullptr)
  86. {
  87. UINT32 numBones = anim->skeleton->getNumBones();
  88. RendererAnimationData::PoseInfo info;
  89. info.animId = anim->id;
  90. info.startIdx = curBoneIdx;
  91. info.numBones = numBones;
  92. Matrix4* boneDst = renderData.transforms.data() + curBoneIdx;
  93. anim->skeleton->getPose(boneDst, anim->localPose, anim->layers, anim->numLayers);
  94. curBoneIdx += numBones;
  95. }
  96. else
  97. {
  98. // Note: No blending for non-skeletal animations, just use first animation
  99. if(anim->numLayers > 0 && anim->layers[0].numStates > 0)
  100. {
  101. const AnimationState& state = anim->layers[0].states[0];
  102. {
  103. UINT32 numCurves = (UINT32)state.curves->position.size();
  104. for(UINT32 i = 0; i < numCurves; i++)
  105. {
  106. const TAnimationCurve<Vector3>& curve = state.curves->position[i].curve;
  107. anim->localPose.positions[i] = curve.evaluate(state.time, state.positionCaches[i], state.loop);
  108. }
  109. }
  110. {
  111. UINT32 numCurves = (UINT32)state.curves->rotation.size();
  112. for (UINT32 i = 0; i < numCurves; i++)
  113. {
  114. const TAnimationCurve<Quaternion>& curve = state.curves->rotation[i].curve;
  115. anim->localPose.rotations[i] = curve.evaluate(state.time, state.rotationCaches[i], state.loop);
  116. }
  117. }
  118. {
  119. UINT32 numCurves = (UINT32)state.curves->scale.size();
  120. for (UINT32 i = 0; i < numCurves; i++)
  121. {
  122. const TAnimationCurve<Vector3>& curve = state.curves->scale[i].curve;
  123. anim->localPose.scales[i] = curve.evaluate(state.time, state.scaleCaches[i], state.loop);
  124. }
  125. }
  126. }
  127. }
  128. // Note: No blending for generic animations, just use first animation
  129. if (anim->numLayers > 0 && anim->layers[0].numStates > 0)
  130. {
  131. const AnimationState& state = anim->layers[0].states[0];
  132. {
  133. UINT32 numCurves = (UINT32)state.curves->generic.size();
  134. for (UINT32 i = 0; i < numCurves; i++)
  135. {
  136. const TAnimationCurve<float>& curve = state.curves->generic[i].curve;
  137. anim->genericCurveOutputs[i] = curve.evaluate(state.time, state.genericCaches[i], state.loop);
  138. }
  139. }
  140. }
  141. }
  142. mDataReadyCount.fetch_add(1, std::memory_order_relaxed);
  143. // Make sure the thread finishes writing skeletal pose and other evaluation outputs as they will be read by sim and
  144. // core threads
  145. std::atomic_thread_fence(std::memory_order_release);
  146. }
  147. const RendererAnimationData& AnimationManager::getRendererData()
  148. {
  149. mAnimationWorker->wait();
  150. // Make sure we don't load obsolete skeletal pose and other evaluation ouputs written by the animation thread
  151. std::atomic_thread_fence(std::memory_order_acquire);
  152. INT32 dataReadyCount = mDataReadyCount.load(std::memory_order_relaxed);
  153. assert(dataReadyCount <= CoreThread::NUM_SYNC_BUFFERS);
  154. if (dataReadyCount <= 0)
  155. {
  156. static RendererAnimationData dummy;
  157. return dummy;
  158. }
  159. const RendererAnimationData& output = mAnimData[mPoseReadBufferIdx];
  160. mPoseReadBufferIdx = (mPoseReadBufferIdx + 1) % CoreThread::NUM_SYNC_BUFFERS;
  161. mDataReadyCount.fetch_add(-1, std::memory_order_relaxed);
  162. return output;
  163. }
  164. UINT64 AnimationManager::registerAnimation(Animation* anim)
  165. {
  166. mAnimations[mNextId] = anim;
  167. return mNextId++;
  168. }
  169. void AnimationManager::unregisterAnimation(UINT64 animId)
  170. {
  171. mAnimations.erase(animId);
  172. }
  173. }