Refactor AnimGraph to support asynchronous execution

This commit is contained in:
Wojtek Figat
2021-06-12 12:29:47 +02:00
parent b8ad4bdd2a
commit 41ad835d86
6 changed files with 199 additions and 252 deletions

View File

@@ -1,11 +1,14 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "AnimGraph.h"
#include "Engine/Animations/Animations.h"
#include "Engine/Content/Assets/SkinnedModel.h"
#include "Engine/Graphics/Models/SkeletonData.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Engine/Time.h"
ThreadLocal<AnimGraphContext, 64> AnimGraphExecutor::Context;
RootMotionData RootMotionData::Identity = { Vector3(0.0f), Quaternion(0.0f, 0.0f, 0.0f, 1.0f) };
RootMotionData& RootMotionData::operator+=(const RootMotionData& b)
@@ -78,16 +81,44 @@ void AnimGraphImpulse::SetNodeModelTransformation(SkeletonData& skeleton, int32
parentTransform.WorldToLocal(value, Nodes[nodeIndex]);
}
void AnimGraphInstanceData::Clear()
{
Version = 0;
LastUpdateTime = -1;
CurrentFrame = 0;
RootTransform = Transform::Identity;
RootMotion = RootMotionData::Identity;
Parameters.Resize(0);
State.Resize(0);
NodesPose.Resize(0);
}
void AnimGraphInstanceData::ClearState()
{
Version = 0;
LastUpdateTime = -1;
CurrentFrame = 0;
RootTransform = Transform::Identity;
RootMotion = RootMotionData::Identity;
State.Resize(0);
NodesPose.Resize(0);
}
void AnimGraphInstanceData::Invalidate()
{
LastUpdateTime = -1;
CurrentFrame = 0;
}
AnimGraphImpulse* AnimGraphNode::GetNodes(AnimGraphExecutor* executor)
{
// Ensure to have memory
auto& context = AnimGraphExecutor::Context.Get();
const int32 count = executor->_skeletonNodesCount;
if (Nodes.Nodes.Count() != count)
{
Nodes.Nodes.Resize(count, false);
}
return &Nodes;
if (context.PoseCacheSize == context.PoseCache.Count())
context.PoseCache.AddOne();
auto& nodes = context.PoseCache[context.PoseCacheSize++];
nodes.Nodes.Resize(count, false);
return &nodes;
}
bool AnimGraph::Load(ReadStream* stream, bool loadMeta)
@@ -181,20 +212,24 @@ void AnimGraphExecutor::Update(AnimGraphInstanceData& data, float dt)
// Initialize
auto& skeleton = _graph.BaseModel->Skeleton;
auto& context = Context.Get();
{
ANIM_GRAPH_PROFILE_EVENT("Init");
// Prepare graph data for the evaluation
// Init data from base model
_skeletonNodesCount = skeleton.Nodes.Count();
_graphStack.Clear();
_graphStack.Push((Graph*)&_graph);
_data = &data;
_deltaTime = dt;
_rootMotionMode = (RootMotionMode)(int32)_graph._rootNode->Values[0];
_currentFrameIndex = ++data.CurrentFrame;
_callStack.Clear();
_functions.Clear();
_graph.ClearCache();
// Prepare context data for the evaluation
context.GraphStack.Clear();
context.GraphStack.Push((Graph*)&_graph);
context.Data = &data;
context.DeltaTime = dt;
context.CurrentFrameIndex = ++data.CurrentFrame;
context.CallStack.Clear();
context.Functions.Clear();
context.PoseCacheSize = 0;
context.ValueCache.Clear();
// Prepare instance data
if (data.Version != _graph.Version)
@@ -208,18 +243,18 @@ void AnimGraphExecutor::Update(AnimGraphInstanceData& data, float dt)
data.State.Resize(_graph.BucketsCountTotal, false);
// Initialize buckets
ResetBuckets(&_graph);
ResetBuckets(context, &_graph);
}
// Init empty nodes data
_emptyNodes.RootMotion = RootMotionData::Identity;
_emptyNodes.Position = 0.0f;
_emptyNodes.Length = 0.0f;
_emptyNodes.Nodes.Resize(_skeletonNodesCount, false);
context.EmptyNodes.RootMotion = RootMotionData::Identity;
context.EmptyNodes.Position = 0.0f;
context.EmptyNodes.Length = 0.0f;
context.EmptyNodes.Nodes.Resize(_skeletonNodesCount, false);
for (int32 i = 0; i < _skeletonNodesCount; i++)
{
auto& node = skeleton.Nodes[i];
_emptyNodes.Nodes[i] = node.LocalTransform;
context.EmptyNodes.Nodes[i] = node.LocalTransform;
}
}
@@ -244,7 +279,7 @@ void AnimGraphExecutor::Update(AnimGraphInstanceData& data, float dt)
{
ANIM_GRAPH_PROFILE_EVENT("Global Pose");
_data->NodesPose.Resize(_skeletonNodesCount, false);
data.NodesPose.Resize(_skeletonNodesCount, false);
// Note: this assumes that nodes are sorted (parents first)
for (int32 nodeIndex = 0; nodeIndex < _skeletonNodesCount; nodeIndex++)
@@ -254,18 +289,16 @@ void AnimGraphExecutor::Update(AnimGraphInstanceData& data, float dt)
{
nodesTransformations[nodeIndex] = nodesTransformations[parentIndex].LocalToWorld(nodesTransformations[nodeIndex]);
}
nodesTransformations[nodeIndex].GetWorld(_data->NodesPose[nodeIndex]);
nodesTransformations[nodeIndex].GetWorld(data.NodesPose[nodeIndex]);
}
}
// Process the root node transformation and the motion
{
_data->RootTransform = nodesTransformations[0];
_data->RootMotion = animResult->RootMotion;
// Process the root node transformation and the motion
data.RootTransform = nodesTransformations[0];
data.RootMotion = animResult->RootMotion;
}
// Cleanup
_data = nullptr;
context.Data = nullptr;
}
void AnimGraphExecutor::GetInputValue(Box* box, Value& result)
@@ -273,29 +306,39 @@ void AnimGraphExecutor::GetInputValue(Box* box, Value& result)
result = eatBox(box->GetParent<Node>(), box->FirstConnection());
}
void AnimGraphExecutor::ResetBucket(int32 bucketIndex)
AnimGraphImpulse* AnimGraphExecutor::GetEmptyNodes()
{
auto& stateBucket = _data->State[bucketIndex];
_graph._bucketInitializerList[bucketIndex](stateBucket);
return &Context.Get().EmptyNodes;
}
void AnimGraphExecutor::ResetBuckets(AnimGraphBase* graph)
void AnimGraphExecutor::InitNodes(AnimGraphImpulse* nodes) const
{
const auto& emptyNodes = Context.Get().EmptyNodes;
Platform::MemoryCopy(nodes->Nodes.Get(), emptyNodes.Nodes.Get(), sizeof(Transform) * _skeletonNodesCount);
nodes->RootMotion = emptyNodes.RootMotion;
nodes->Position = emptyNodes.Position;
nodes->Length = emptyNodes.Length;
}
void AnimGraphExecutor::ResetBuckets(AnimGraphContext& context, AnimGraphBase* graph)
{
if (graph == nullptr)
return;
ASSERT(_data);
auto& state = context.Data->State;
for (int32 i = 0; i < graph->BucketsCountTotal; i++)
{
const int32 bucketIndex = graph->BucketsStart + i;
_graph._bucketInitializerList[bucketIndex](_data->State[bucketIndex]);
_graph._bucketInitializerList[bucketIndex](state[bucketIndex]);
}
}
VisjectExecutor::Value AnimGraphExecutor::eatBox(Node* caller, Box* box)
{
auto& context = Context.Get();
// Check if graph is looped or is too deep
if (_callStack.Count() >= ANIM_GRAPH_MAX_CALL_STACK)
if (context.CallStack.Count() >= ANIM_GRAPH_MAX_CALL_STACK)
{
OnError(caller, box, TEXT("Graph is looped or too deep!"));
return Value::Zero;
@@ -309,7 +352,7 @@ VisjectExecutor::Value AnimGraphExecutor::eatBox(Node* caller, Box* box)
#endif
// Add to the calling stack
_callStack.Add(caller);
context.CallStack.Add(caller);
#if USE_EDITOR
Animations::DebugFlow(_graph._owner, context.Data->Object, box->GetParent<Node>()->ID, box->ID);
@@ -322,12 +365,13 @@ VisjectExecutor::Value AnimGraphExecutor::eatBox(Node* caller, Box* box)
(this->*func)(box, parentNode, value);
// Remove from the calling stack
_callStack.RemoveLast();
context.CallStack.RemoveLast();
return value;
}
VisjectExecutor::Graph* AnimGraphExecutor::GetCurrentGraph() const
{
return _graphStack.Peek();
auto& context = Context.Get();
return context.GraphStack.Peek();
}