Add async animations updating via Task Graph

This commit is contained in:
Wojtek Figat
2021-06-12 23:18:04 +02:00
parent 360f498e47
commit 4a92850d9a
4 changed files with 127 additions and 68 deletions

View File

@@ -6,8 +6,7 @@
#include "Engine/Level/Actors/AnimatedModel.h"
#include "Engine/Engine/Time.h"
#include "Engine/Engine/EngineService.h"
Array<AnimatedModel*> UpdateList;
#include "Engine/Threading/TaskGraph.h"
class AnimationsService : public EngineService
{
@@ -18,70 +17,110 @@ public:
{
}
void Update() override;
bool Init() override;
void Dispose() override;
};
class AnimationsSystem : public TaskGraphSystem
{
public:
float DeltaTime, UnscaledDeltaTime, Time, UnscaledTime;
void Job(int32 index);
void Execute(TaskGraph* graph) override;
void PostExecute(TaskGraph* graph) override;
};
AnimationsService AnimationManagerInstance;
Array<AnimatedModel*> UpdateList;
TaskGraphSystem* Animations::System = nullptr;
Delegate<Asset*, ScriptingObject*, uint32, uint32> Animations::DebugFlow;
void AnimationsService::Update()
bool AnimationsService::Init()
{
PROFILE_CPU_NAMED("Animations");
// TODO: implement the thread jobs pipeline to run set of tasks at once (use it for multi-threaded rendering and animations evaluation)
const auto& tickData = Time::Update;
const float deltaTime = tickData.DeltaTime.GetTotalSeconds();
const float unscaledDeltaTime = tickData.UnscaledDeltaTime.GetTotalSeconds();
const float time = tickData.Time.GetTotalSeconds();
const float unscaledTime = tickData.UnscaledTime.GetTotalSeconds();
for (int32 i = 0; i < UpdateList.Count(); i++)
{
auto animatedModel = UpdateList[i];
if (animatedModel->SkinnedModel == nullptr || !animatedModel->SkinnedModel->IsLoaded())
continue;
// Prepare skinning data
animatedModel->SetupSkinningData();
// Update the animation graph and the skinning
auto graph = animatedModel->AnimationGraph.Get();
if (graph && graph->IsLoaded() && graph->Graph.CanUseWithSkeleton(animatedModel->SkinnedModel)
#if USE_EDITOR
&& graph->Graph.Parameters.Count() == animatedModel->GraphInstance.Parameters.Count() // It may happen in editor so just add safe check to prevent any crashes
#endif
)
{
#if USE_EDITOR
// Lock in editor only (more reloads during asset live editing)
ScopeLock lock(animatedModel->AnimationGraph->Locker);
#endif
// Animation delta time can be based on a time since last update or the current delta
float dt = animatedModel->UseTimeScale ? deltaTime : unscaledDeltaTime;
float t = animatedModel->UseTimeScale ? time : unscaledTime;
const float lastUpdateTime = animatedModel->GraphInstance.LastUpdateTime;
if (lastUpdateTime > 0 && t > lastUpdateTime)
{
dt = t - lastUpdateTime;
}
animatedModel->GraphInstance.LastUpdateTime = t;
// Evaluate animated nodes pose
graph->GraphExecutor.Update(animatedModel->GraphInstance, dt);
// Update gameplay
animatedModel->OnAnimationUpdated();
}
}
UpdateList.Clear();
Animations::System = New<AnimationsSystem>();
Engine::UpdateGraph->AddSystem(Animations::System);
return false;
}
void AnimationsService::Dispose()
{
UpdateList.Resize(0);
SAFE_DELETE(Animations::System);
}
void AnimationsSystem::Job(int32 index)
{
PROFILE_CPU_NAMED("Animations.Job");
auto animatedModel = UpdateList[index];
auto skinnedModel = animatedModel->SkinnedModel.Get();
auto graph = animatedModel->AnimationGraph.Get();
if (graph && graph->IsLoaded() && graph->Graph.CanUseWithSkeleton(skinnedModel)
#if USE_EDITOR
&& graph->Graph.Parameters.Count() == animatedModel->GraphInstance.Parameters.Count() // It may happen in editor so just add safe check to prevent any crashes
#endif
)
{
// Prepare skinning data
animatedModel->SetupSkinningData();
// Animation delta time can be based on a time since last update or the current delta
float dt = animatedModel->UseTimeScale ? DeltaTime : UnscaledDeltaTime;
float t = animatedModel->UseTimeScale ? Time : UnscaledTime;
const float lastUpdateTime = animatedModel->GraphInstance.LastUpdateTime;
if (lastUpdateTime > 0 && t > lastUpdateTime)
{
dt = t - lastUpdateTime;
}
animatedModel->GraphInstance.LastUpdateTime = t;
// Evaluate animated nodes pose
graph->GraphExecutor.Update(animatedModel->GraphInstance, dt);
// Update gameplay
animatedModel->OnAnimationUpdated_Async();
}
}
void AnimationsSystem::Execute(TaskGraph* graph)
{
if (UpdateList.Count() == 0)
return;
// Setup data for async update
const auto& tickData = Time::Update;
DeltaTime = tickData.DeltaTime.GetTotalSeconds();
UnscaledDeltaTime = tickData.UnscaledDeltaTime.GetTotalSeconds();
Time = tickData.Time.GetTotalSeconds();
UnscaledTime = tickData.UnscaledTime.GetTotalSeconds();
// Schedule work to update all animated models in async
Function<void(int32)> job;
job.Bind<AnimationsSystem, &AnimationsSystem::Job>(this);
graph->DispatchJob(job, UpdateList.Count());
}
void AnimationsSystem::PostExecute(TaskGraph* graph)
{
PROFILE_CPU_NAMED("Animations.PostExecute");
// Update gameplay
for (int32 index = 0; index < UpdateList.Count(); index++)
{
auto animatedModel = UpdateList[index];
auto skinnedModel = animatedModel->SkinnedModel.Get();
auto animGraph = animatedModel->AnimationGraph.Get();
if (animGraph && animGraph->IsLoaded() && animGraph->Graph.CanUseWithSkeleton(skinnedModel)
#if USE_EDITOR
&& animGraph->Graph.Parameters.Count() == animatedModel->GraphInstance.Parameters.Count() // It may happen in editor so just add safe check to prevent any crashes
#endif
)
{
animatedModel->OnAnimationUpdated_Sync();
}
}
// Cleanup
UpdateList.Clear();
}
void Animations::AddToUpdate(AnimatedModel* obj)