| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// | 
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| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// | 
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| 3 | #pragma once | 
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| 4 |  | 
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| 5 | #include "BsCorePrerequisites.h" | 
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| 6 | #include "Utility/BsModule.h" | 
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| 7 | #include "CoreThread/BsCoreThread.h" | 
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| 8 | #include "Math/BsConvexVolume.h" | 
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| 9 | #include "RenderAPI/BsVertexDataDesc.h" | 
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| 10 |  | 
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| 11 | namespace bs | 
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| 12 | { | 
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| 13 | struct AnimationProxy; | 
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| 14 |  | 
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| 15 | /** @addtogroup Animation-Internal | 
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| 16 | *  @{ | 
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| 17 | */ | 
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| 18 |  | 
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| 19 | /** Contains skeleton poses for all animations evaluated on a single frame. */ | 
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| 20 | struct EvaluatedAnimationData | 
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| 21 | { | 
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| 22 | /** Contains meta-data about a calculated skeleton pose. Actual data maps to the @p transforms buffer. */ | 
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| 23 | struct PoseInfo | 
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| 24 | { | 
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| 25 | UINT64 animId; | 
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| 26 | UINT32 startIdx; | 
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| 27 | UINT32 numBones; | 
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| 28 | }; | 
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| 29 |  | 
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| 30 | /** Contains data about a calculated morph shape. */ | 
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| 31 | struct MorphShapeInfo | 
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| 32 | { | 
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| 33 | SPtr<MeshData> meshData; | 
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| 34 | UINT32 version; | 
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| 35 | }; | 
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| 36 |  | 
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| 37 | /** Contains meta-data about where calculated animation data is stored. */ | 
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| 38 | struct AnimInfo | 
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| 39 | { | 
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| 40 | PoseInfo poseInfo; | 
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| 41 | MorphShapeInfo morphShapeInfo; | 
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| 42 | }; | 
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| 43 |  | 
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| 44 | /** | 
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| 45 | * Maps animation ID to a animation information structure, which points to relevant skeletal or morph shape data. | 
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| 46 | */ | 
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| 47 | UnorderedMap<UINT64, AnimInfo> infos; | 
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| 48 |  | 
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| 49 | /** Global joint transforms for all skeletons in the scene. */ | 
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| 50 | Vector<Matrix4> transforms; | 
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| 51 | }; | 
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| 52 |  | 
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| 53 | /** | 
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| 54 | * Keeps track of all active animations, queues animation thread tasks and synchronizes data between simulation, core | 
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| 55 | * and animation threads. | 
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| 56 | */ | 
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| 57 | class BS_CORE_EXPORT AnimationManager : public Module<AnimationManager> | 
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| 58 | { | 
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| 59 | public: | 
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| 60 | AnimationManager(); | 
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| 61 |  | 
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| 62 | /** Pauses or resumes the animation evaluation. */ | 
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| 63 | void setPaused(bool paused); | 
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| 64 |  | 
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| 65 | /** | 
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| 66 | * Determines how often to evaluate animations. If rendering is not running at adequate framerate the animation | 
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| 67 | * could end up being evaluated less times than specified here. | 
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| 68 | * | 
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| 69 | * @param[in]	fps		Number of frames per second to evaluate the animation. Default is 60. | 
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| 70 | */ | 
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| 71 | void setUpdateRate(UINT32 fps); | 
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| 72 |  | 
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| 73 | /** | 
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| 74 | * Evaluates animations for all animated objects, and returns the evaluated skeleton bone poses and morph shape | 
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| 75 | * meshes that can be passed along to the renderer. | 
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| 76 | * | 
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| 77 | * @param[in]		async		If true the method returns immediately while the animation gets evaluated in the | 
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| 78 | *								background. The returned evaluated data will be the data from the previous frame. | 
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| 79 | *								Therefore note that this introduces a one frame latency on the animation. If the | 
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| 80 | *								latency is not acceptable set this to false, at a potential performance impact. | 
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| 81 | * @return						Evaluated animation data for this frame (if @p async is false), or the previous | 
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| 82 | *								frame (if @p async is true). Note that the system re-uses the returned buffers, | 
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| 83 | *								and the returned buffer should stop being used after every second call to update(). | 
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| 84 | *								This is enough to have one buffer be processed by the core thread, one queued | 
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| 85 | *								for future rendering and one that's being written to. | 
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| 86 | */ | 
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| 87 | const EvaluatedAnimationData* update(bool async = true); | 
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| 88 |  | 
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| 89 | private: | 
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| 90 | friend class Animation; | 
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| 91 |  | 
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| 92 | /** Possible states the worker thread can be in, used for synchronization. */ | 
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| 93 | enum class WorkerState | 
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| 94 | { | 
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| 95 | Inactive, | 
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| 96 | Started, | 
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| 97 | DataReady | 
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| 98 | }; | 
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| 99 |  | 
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| 100 | /** | 
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| 101 | * Registers a new animation and returns a unique ID for it. Must be called whenever an Animation is constructed. | 
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| 102 | */ | 
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| 103 | UINT64 registerAnimation(Animation* anim); | 
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| 104 |  | 
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| 105 | /** Unregisters an animation with the specified ID. Must be called before an Animation is destroyed. */ | 
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| 106 | void unregisterAnimation(UINT64 id); | 
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| 107 |  | 
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| 108 | /** | 
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| 109 | * Evaluates animation for a single object and writes the result in the currently active write buffer. | 
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| 110 | * | 
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| 111 | * @param[in]	anim		Proxy representing the animation to evaluate. | 
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| 112 | * @param[in]	boneIdx		Index in the output buffer in which to write evaluated bone information. This will be | 
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| 113 | *							automatically advanced by the number of written bone transforms. | 
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| 114 | */ | 
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| 115 | void evaluateAnimation(AnimationProxy* anim, UINT32& boneIdx); | 
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| 116 |  | 
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| 117 | UINT64 mNextId = 1; | 
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| 118 | UnorderedMap<UINT64, Animation*> mAnimations; | 
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| 119 |  | 
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| 120 | float mUpdateRate = 1.0f / 60.0f; | 
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| 121 | float mAnimationTime = 0.0f; | 
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| 122 | float mLastAnimationUpdateTime = 0.0f; | 
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| 123 | float mNextAnimationUpdateTime = 0.0f; | 
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| 124 | float mLastAnimationDeltaTime = 0.0f; | 
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| 125 | bool mPaused = false; | 
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| 126 |  | 
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| 127 | SPtr<VertexDataDesc> mBlendShapeVertexDesc; | 
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| 128 |  | 
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| 129 | // Animation thread | 
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| 130 | Vector<SPtr<AnimationProxy>> mProxies; | 
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| 131 | Vector<ConvexVolume> mCullFrustums; | 
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| 132 | EvaluatedAnimationData mAnimData[CoreThread::NUM_SYNC_BUFFERS + 1]; | 
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| 133 |  | 
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| 134 | UINT32 mPoseReadBufferIdx = 2; | 
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| 135 | UINT32 mPoseWriteBufferIdx = 0; | 
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| 136 |  | 
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| 137 | Signal mWorkerDoneSignal; | 
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| 138 | Mutex mMutex; | 
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| 139 |  | 
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| 140 | UINT32 mNumActiveWorkers = 0; | 
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| 141 | bool mSwapBuffers = false; | 
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| 142 | }; | 
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| 143 |  | 
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| 144 | /** Provides easier access to AnimationManager. */ | 
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| 145 | BS_CORE_EXPORT AnimationManager& gAnimation(); | 
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| 146 |  | 
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| 147 | /** @} */ | 
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| 148 | } | 
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| 149 |  | 
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