Files
FlaxEngine/Source/Engine/Animations/Animations.cpp

96 lines
2.9 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "Animations.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Level/Actors/AnimatedModel.h"
#include "Engine/Engine/Time.h"
#include "Engine/Engine/EngineService.h"
Array<AnimatedModel*> UpdateList;
Array<Matrix> UpdateBones;
class AnimationsService : public EngineService
{
public:
AnimationsService()
: EngineService(TEXT("Animations"), -10)
{
}
void Update() override;
void Dispose() override;
};
AnimationsService AnimationManagerInstance;
void AnimationsService::Update()
{
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();
}
void AnimationsService::Dispose()
{
UpdateList.Resize(0);
UpdateBones.Resize(0);
}
void Animations::AddToUpdate(AnimatedModel* obj)
{
UpdateList.Add(obj);
}
void Animations::RemoveFromUpdate(AnimatedModel* obj)
{
UpdateList.Remove(obj);
}