BsAnimation.h 19 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsCoreObject.h"
  6. #include "BsIResourceListener.h"
  7. #include "BsFlags.h"
  8. #include "BsSkeleton.h"
  9. #include "BsSkeletonMask.h"
  10. #include "BsVector2.h"
  11. #include "BsAABox.h"
  12. namespace BansheeEngine
  13. {
  14. /** @addtogroup Animation-Internal
  15. * @{
  16. */
  17. /** Determines how an animation clip behaves when it reaches the end. */
  18. enum class AnimWrapMode
  19. {
  20. Loop, /**< Loop around to the beginning/end when the last/first frame is reached. */
  21. Clamp /**< Clamp to end/beginning, keeping the last/first frame active. */
  22. };
  23. /** Flags that determine which portion of Animation was changed and needs to be updated. */
  24. enum class AnimDirtyStateFlag
  25. {
  26. Clean = 0,
  27. Value = 1 << 0,
  28. Layout = 1 << 1,
  29. All = 1 << 2,
  30. Culling = 1 << 3,
  31. MorphWeights = 1 << 4
  32. };
  33. typedef Flags<AnimDirtyStateFlag> AnimDirtyState;
  34. BS_FLAGS_OPERATORS(AnimDirtyStateFlag)
  35. /** Contains information about a currently playing animation clip. */
  36. struct AnimationClipState
  37. {
  38. AnimationClipState() { }
  39. /** Layer the clip is playing on. Multiple clips can be played simulatenously on different layers. */
  40. UINT32 layer = 0;
  41. float time = 0.0f; /**< Current time the animation is playing from. */
  42. float speed = 1.0f; /**< Speed at which the animation is playing. */
  43. float weight = 1.0f; /**< Determines how much of an influence does the clip have on the final pose. */
  44. /** Determines what happens to other animation clips when a new clip starts playing. */
  45. AnimWrapMode wrapMode = AnimWrapMode::Loop;
  46. /**
  47. * Determines should the time be advanced automatically. Certain type of animation clips don't involve playback
  48. * (e.g. for blending where animation weight controls the animation).
  49. */
  50. bool stopped = false;
  51. };
  52. /** Type of playback for animation clips. */
  53. enum class AnimPlaybackType
  54. {
  55. /** Play back the animation normally by advancing time. */
  56. Normal,
  57. /** Sample only a single frame from the animation. */
  58. Sampled,
  59. /** Do not play the animation. */
  60. None
  61. };
  62. /** Internal information about a single playing animation clip within Animation. */
  63. struct AnimationClipInfo
  64. {
  65. AnimationClipInfo();
  66. AnimationClipInfo(const HAnimationClip& clip);
  67. HAnimationClip clip;
  68. AnimationClipState state;
  69. AnimPlaybackType playbackType;
  70. float fadeDirection;
  71. float fadeTime;
  72. float fadeLength;
  73. /**
  74. * Version of the animation curves used by the AnimationProxy. Used to detecting the internal animation curves
  75. * changed.
  76. */
  77. UINT64 curveVersion;
  78. UINT32 layerIdx; /**< Layer index this clip belongs to in AnimationProxy structure. */
  79. UINT32 stateIdx; /**< State index this clip belongs to in AnimationProxy structure. */
  80. };
  81. /** Represents an animation clip used in 1D blending. Each clip has a position on the number line. */
  82. struct BS_CORE_EXPORT BlendClipInfo
  83. {
  84. BlendClipInfo() { }
  85. HAnimationClip clip;
  86. float position = 0.0f;
  87. };
  88. /** Defines a 1D blend where multiple animation clips are blended between each other using linear interpolation. */
  89. struct BS_CORE_EXPORT Blend1DInfo
  90. {
  91. Blend1DInfo(UINT32 numClips);
  92. ~Blend1DInfo();
  93. UINT32 numClips;
  94. BlendClipInfo* clips;
  95. };
  96. /** Defines a 2D blend where two animation clips are blended between each other using bilinear interpolation. */
  97. struct Blend2DInfo
  98. {
  99. HAnimationClip topLeftClip;
  100. HAnimationClip topRightClip;
  101. HAnimationClip botLeftClip;
  102. HAnimationClip botRightClip;
  103. };
  104. /** Contains a mapping between a scene object and an animation curve it is animated with. */
  105. struct AnimatedSceneObject
  106. {
  107. HSceneObject so;
  108. String curveName;
  109. };
  110. /** Morph shape and its contribution to the final shape. */
  111. struct MorphShapeInfo
  112. {
  113. SPtr<MorphShape> shape;
  114. float weight;
  115. };
  116. /** Contains information about a scene object that is animated by a specific animation curve. */
  117. struct AnimatedSceneObjectInfo
  118. {
  119. UINT64 id; /**< Instance ID of the scene object. */
  120. INT32 boneIdx; /**< Bone from which to access the transform. If -1 then no bone mapping is present. */
  121. INT32 layerIdx; /**< If no bone mapping, layer on which the animation containing the referenced curve is in. */
  122. INT32 stateIdx; /**< If no bone mapping, animation state containing the referenced curve. */
  123. AnimationCurveMapping curveIndices; /**< Indices of the curves used for the transform. */
  124. UINT32 hash; /**< Hash value of the scene object's transform. */
  125. };
  126. /** Represents a copy of the Animation data for use specifically on the animation thread. */
  127. struct AnimationProxy
  128. {
  129. AnimationProxy(UINT64 id);
  130. AnimationProxy(const AnimationProxy&) = delete;
  131. ~AnimationProxy();
  132. AnimationProxy& operator=(const AnimationProxy&) = delete;
  133. /**
  134. * Rebuilds the internal proxy data according to the newly assigned skeleton and clips. This should be called
  135. * whenever the animation skeleton changes.
  136. *
  137. * @param[in] skeleton New skeleton to assign to the proxy.
  138. * @param[in] mask Mask that filters which skeleton bones are enabled or disabled.
  139. * @param[in, out] clipInfos Potentially new clip infos that will be used for rebuilding the proxy. Once the
  140. * method completes clip info layout and state indices will be populated for
  141. * further use in the update*() methods.
  142. * @param[in] sceneObjects A list of scene objects that are influenced by specific animation curves.
  143. * @param[in] morphShapes Morph shapes used for per-vertex animation.
  144. *
  145. * @note Should be called from the sim thread when the caller is sure the animation thread is not using it.
  146. */
  147. void rebuild(const SPtr<Skeleton>& skeleton, const SkeletonMask& mask, Vector<AnimationClipInfo>& clipInfos,
  148. const Vector<AnimatedSceneObject>& sceneObjects, const SPtr<MorphShapes>& morphShapes);
  149. /**
  150. * Rebuilds the internal proxy data according to the newly clips. This should be called whenever clips are added
  151. * or removed, or clip layout indices change.
  152. *
  153. * @param[in, out] clipInfos New clip infos that will be used for rebuilding the proxy. Once the method
  154. * completes clip info layout and state indices will be populated for further use
  155. * in the update*() methods.
  156. * @param[in] sceneObjects A list of scene objects that are influenced by specific animation curves.
  157. * * @param[in] morphShapes Morph shapes used for per-vertex animation.
  158. *
  159. * @note Should be called from the sim thread when the caller is sure the animation thread is not using it.
  160. */
  161. void rebuild(Vector<AnimationClipInfo>& clipInfos, const Vector<AnimatedSceneObject>& sceneObjects,
  162. const SPtr<MorphShapes>& morphShapes);
  163. /**
  164. * Updates the proxy data with new information about the clips. Caller must guarantee that clip layout didn't
  165. * change since the last call to rebuild().
  166. *
  167. * @note Should be called from the sim thread when the caller is sure the animation thread is not using it.
  168. */
  169. void updateClipInfos(const Vector<AnimationClipInfo>& clipInfos);
  170. /**
  171. * Updates the proxy data with new weights used for morph shapes. Caller must ensure the weights are ordered so
  172. * they match with the morph shapes provided to the last rebuild() call.
  173. */
  174. void updateMorphShapeWeights(const Vector<float>& weights);
  175. /**
  176. * Updates the proxy data with new scene object transforms. Caller must guarantee that clip layout didn't
  177. * change since the last call to rebuild().
  178. *
  179. * @note Should be called from the sim thread when the caller is sure the animation thread is not using it.
  180. */
  181. void updateTransforms(const Vector<AnimatedSceneObject>& sceneObjects);
  182. /**
  183. * Updates the proxy data with new clip times. Caller must guarantee that clip layout didn't change since the last
  184. * call to rebuild().
  185. *
  186. * @note Should be called from the sim thread when the caller is sure the animation thread is not using it.
  187. */
  188. void updateTime(const Vector<AnimationClipInfo>& clipInfos);
  189. /** Destroys all dynamically allocated objects. */
  190. void clear();
  191. UINT64 id;
  192. // Skeletal animation
  193. AnimationStateLayer* layers;
  194. UINT32 numLayers;
  195. SPtr<Skeleton> skeleton;
  196. SkeletonMask skeletonMask;
  197. UINT32 numSceneObjects;
  198. AnimatedSceneObjectInfo* sceneObjectInfos;
  199. Matrix4* sceneObjectTransforms;
  200. // Morph shape animation
  201. MorphShapeInfo* morphShapeInfos;
  202. UINT32 numMorphShapes;
  203. UINT32 numMorphVertices;
  204. bool morphShapeWeightsDirty;
  205. // Culling
  206. AABox mBounds;
  207. bool mCullEnabled;
  208. // Evaluation results
  209. LocalSkeletonPose skeletonPose;
  210. LocalSkeletonPose sceneObjectPose;
  211. UINT32 numGenericCurves;
  212. float* genericCurveOutputs;
  213. };
  214. /**
  215. * Handles animation playback. Takes one or multiple animation clips as input and evaluates them every animation update
  216. * tick depending on set properties. The evaluated data is used by the core thread for skeletal animation, by the sim
  217. * thread for updating attached scene objects and bones (if skeleton is attached), or the data is made available for
  218. * manual queries in the case of generic animation.
  219. */
  220. class BS_CORE_EXPORT Animation : public CoreObject, public IResourceListener
  221. {
  222. public:
  223. ~Animation();
  224. /**
  225. * Changes the skeleton which will the translation/rotation/scale animation values manipulate. If no skeleton is set
  226. * the animation will only evaluate the generic curves, and the root translation/rotation/scale curves.
  227. */
  228. void setSkeleton(const SPtr<Skeleton>& skeleton);
  229. /**
  230. * Sets morph shapes that can be used for per-vertex blending animation. After they're set call
  231. * setMorphShapeWeight() to apply morph shapes.
  232. */
  233. void setMorphShapes(const SPtr<MorphShapes>& morphShapes);
  234. /**
  235. * Changes a weight of a single morph shape, determining how much of it to apply on top of the base mesh.
  236. *
  237. * @param idx Index of the morph shape to modify. This must match the shapes provided to setMorphShapes().
  238. * @param weight Weight that determines how much of the shape to apply to the mesh, in range [0, 1].
  239. */
  240. void setMorphShapeWeight(UINT32 idx, float weight);
  241. /**
  242. * Sets a mask that allows certain bones from the skeleton to be disabled. Caller must ensure that the mask matches
  243. * the skeleton assigned to the animation.
  244. */
  245. void setMask(const SkeletonMask& mask);
  246. /**
  247. * Changes the wrap mode for all active animations. Wrap mode determines what happens when animation reaches the
  248. * first or last frame.
  249. *
  250. * @see AnimWrapMode
  251. */
  252. void setWrapMode(AnimWrapMode wrapMode);
  253. /** Changes the speed for all animations. The default value is 1.0f. Use negative values to play-back in reverse. */
  254. void setSpeed(float speed);
  255. /** Sets bounds that will be used for animation culling, if enabled. Bounds must be in world space. */
  256. void setBounds(const AABox& bounds);
  257. /**
  258. * When enabled, animation that is not in a view of any camera will not be evaluated. View determination is done by
  259. * checking the bounds provided in setBounds().
  260. */
  261. void setCulling(bool cull);
  262. /**
  263. * Plays the specified animation clip.
  264. *
  265. * @param[in] clip Clip to play.
  266. */
  267. void play(const HAnimationClip& clip);
  268. /**
  269. * Plays the specified animation clip on top of the animation currently playing in the main layer. Multiple
  270. * such clips can be playing at once, as long as you ensure each is given its own layer. Each animation can
  271. * also have a weight that determines how much it influences the main animation.
  272. *
  273. * @param[in] clip Clip to additively blend. Must contain additive animation curves.
  274. * @param[in] weight Determines how much of an effect will the blended animation have on the final output.
  275. * In range [0, 1].
  276. * @param[in] fadeLength Applies the blend over a specified time period, increasing the weight as the time
  277. * passes. Set to zero to blend immediately. In seconds.
  278. * @param[in] layer Layer to play the clip in. Multiple additive clips can be playing at once in separate
  279. * layers and each layer has its own weight.
  280. */
  281. void blendAdditive(const HAnimationClip& clip, float weight, float fadeLength = 0.0f, UINT32 layer = 0);
  282. /**
  283. * Blend multiple animation clips between each other using linear interpolation. Unlike normal animations these
  284. * animations are not advanced with the progress of time, and is instead expected the user manually changes the
  285. * @p t parameter.
  286. *
  287. * @param[in] info Information about the clips to blend. Clip positions must be sorted from lowest to highest.
  288. * @param[in] t Parameter that controls the blending. Range depends on the positions of the provided
  289. * animation clips.
  290. */
  291. void blend1D(const Blend1DInfo& info, float t);
  292. /**
  293. * Blend four animation clips between each other using bilinear interpolation. Unlike normal animations these
  294. * animations are not advanced with the progress of time, and is instead expected the user manually changes the
  295. * @p t parameter.
  296. *
  297. * @param[in] info Information about the clips to blend.
  298. * @param[in] t Parameter that controls the blending, in range [(0, 0), (1, 1)]. t = (0, 0) means top left
  299. * animation has full influence, t = (0, 1) means top right animation has full influence,
  300. * t = (1, 0) means bottom left animation has full influence, t = (1, 1) means bottom right
  301. * animation has full influence.
  302. */
  303. void blend2D(const Blend2DInfo& info, const Vector2& t);
  304. /**
  305. * Fades the specified animation clip in, while fading other playing animation out, over the specified time
  306. * period.
  307. *
  308. * @param[in] clip Clip to fade in.
  309. * @param[in] fadeLength Determines the time period over which the fade occurs. In seconds.
  310. */
  311. void crossFade(const HAnimationClip& clip, float fadeLength);
  312. /**
  313. * Samples an animation clip at the specified time, displaying only that particular frame without further playback.
  314. *
  315. * @param[in] clip Animation clip to sample.
  316. * @param[in] time Time to sample the clip at.
  317. */
  318. void sample(const HAnimationClip& clip, float time);
  319. /**
  320. * Stops playing all animations on the provided layer. Specify -1 to stop animation on the main layer
  321. * (non-additive animations).
  322. */
  323. void stop(UINT32 layer);
  324. /** Stops playing all animations. */
  325. void stopAll();
  326. /** Checks if any animation clips are currently playing. */
  327. bool isPlaying() const;
  328. /** Returns the total number of animation clips influencing this animation. */
  329. UINT32 getNumClips() const;
  330. /**
  331. * Returns one of the animation clips influencing this animation.
  332. *
  333. * @param[in] idx Sequential index of the animation clip to retrieve. In range [0, getNumClips()].
  334. * @return Animation clip at the specified index, or null if the index is out of range.
  335. */
  336. HAnimationClip getClip(UINT32 idx) const;
  337. /**
  338. * Retrieves detailed information about a currently playing animation clip.
  339. *
  340. * @param[in] clip Clip to retrieve the information for.
  341. * @param[out] state Animation clip state containing the requested information. Only valid if the method returns
  342. * true.
  343. * @return True if the state was found (animation clip is playing), false otherwise.
  344. */
  345. bool getState(const HAnimationClip& clip, AnimationClipState& state);
  346. /**
  347. * Changes the state of a playing animation clip. If animation clip is not currently playing the state change is
  348. * ignored.
  349. *
  350. * @param[in] clip Clip to change the state for.
  351. * @param[in] state New state of the animation (e.g. changing the time for seeking).
  352. */
  353. void setState(const HAnimationClip& clip, AnimationClipState state);
  354. /**
  355. * Ensures that any position/rotation/scale animation of a specific animation curve is transfered to the
  356. * the provided scene object. Also allow the opposite operation which can allow scene object transform changes
  357. * to manipulate object bones.
  358. *
  359. * @param[in] curve Name of the curve (bone) to connect the scene object with. Use empty string to map to the
  360. * root bone, regardless of the bone name.
  361. * @param[in] so Scene object to influence by the curve modifications, and vice versa.
  362. */
  363. void mapCurveToSceneObject(const String& curve, const HSceneObject& so);
  364. /** Removes the curve <-> scene object mapping that was set via mapCurveToSceneObject(). */
  365. void unmapSceneObject(const HSceneObject& so);
  366. /**
  367. * Retrieves an evaluated value for a generic curve with the specified index.
  368. *
  369. * @param[in] curveIdx The curve index referencing a set of curves from the first playing animation clip.
  370. * Generic curves from all other clips are ignored.
  371. * @param[out] value Value of the generic curve. Only valid if the method return true.
  372. * @return True if the value was retrieved successfully. The method might fail if animation update
  373. * didn't yet have a chance to execute and values are not yet available, or if the
  374. * animation clip changed since the last frame (the last problem can be avoided by ensuring
  375. * to read the curve values before changing the clip).
  376. */
  377. bool getGenericCurveValue(UINT32 curveIdx, float& value);
  378. /** Creates a new empty Animation object. */
  379. static SPtr<Animation> create();
  380. /** Triggered whenever an animation event is reached. */
  381. Event<void(const HAnimationClip&, const String&)> onEventTriggered;
  382. /** @name Internal
  383. * @{
  384. */
  385. /** Returns the unique ID for this animation object. */
  386. UINT64 _getId() const { return mId; }
  387. /** @} */
  388. private:
  389. friend class AnimationManager;
  390. Animation();
  391. /**
  392. * Triggers any events between the last frame and current one.
  393. *
  394. * @param[in] lastFrameTime Time of the last frame.
  395. * @param[in] delta Difference between the last and this frame.
  396. */
  397. void triggerEvents(float lastFrameTime, float delta);
  398. /**
  399. * Updates the animation proxy object based on the currently set skeleton, playing clips and dirty flags.
  400. *
  401. * @param[in] timeDelta Seconds passed since the last call to this method.
  402. */
  403. void updateAnimProxy(float timeDelta);
  404. /**
  405. * Applies any outputs stored in the animation proxy (as written by the animation thread), and uses them to update
  406. * the animation state on the simulation thread. Caller must ensure that the animation thread has finished
  407. * with the animation proxy.
  408. */
  409. void updateFromProxy();
  410. /**
  411. * Registers a new animation in the specified layer, or returns an existing animation clip info if the animation is
  412. * already registered. If @p stopExisting is true any existing animations in the layer will be stopped. Layout
  413. * will be marked as dirty if any changes were made.
  414. */
  415. AnimationClipInfo* addClip(const HAnimationClip& clip, UINT32 layer, bool stopExisting = true);
  416. /** @copydoc IResourceListener::getListenerResources */
  417. void getListenerResources(Vector<HResource>& resources) override;
  418. /** @copydoc IResourceListener::notifyResourceLoaded */
  419. void notifyResourceLoaded(const HResource& resource) override;
  420. /** @copydoc IResourceListener::notifyResourceChanged */
  421. void notifyResourceChanged(const HResource& resource) override;
  422. UINT64 mId;
  423. AnimWrapMode mDefaultWrapMode;
  424. float mDefaultSpeed;
  425. AABox mBounds;
  426. bool mCull;
  427. AnimDirtyState mDirty;
  428. SPtr<Skeleton> mSkeleton;
  429. SkeletonMask mSkeletonMask;
  430. SPtr<MorphShapes> mMorphShapes;
  431. Vector<float> mMorphShapeWeights;
  432. Vector<AnimationClipInfo> mClipInfos;
  433. UnorderedMap<UINT64, AnimatedSceneObject> mSceneObjects;
  434. Vector<float> mGenericCurveOutputs;
  435. bool mGenericCurveValuesValid;
  436. // Animation thread only
  437. SPtr<AnimationProxy> mAnimProxy;
  438. };
  439. /** @} */
  440. }