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