mirror of
				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 10:25:44 +01:00 
			
		
		
		
	Added first version of Animation Blending
This commit is contained in:
		
							
								
								
									
										37
									
								
								Runtime/Scripts/AnimationBakingSystem.cs
									
									
									
									
									
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										37
									
								
								Runtime/Scripts/AnimationBakingSystem.cs
									
									
									
									
									
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							@@ -0,0 +1,37 @@
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Transforms;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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[RequireMatchingQueriesForUpdate]
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public partial class AnimationBakingSystem : SystemBase
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{
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    protected override void OnUpdate()
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    {
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        EntityCommandBuffer entityCommandBuffer = new EntityCommandBuffer( Allocator.Temp );
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        foreach (var (animator, wait) in
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                 SystemAPI.Query<RefRW<AnimatorComponent>, RefRW<AnimatorWaitingForBaking>>())
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        {
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            DynamicBuffer<Child> children = EntityManager.GetBuffer < Child >( wait.ValueRO.AnimatorEntity );
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            Debug.Log( children.Length );
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            animator.ValueRW.SkinnedMeshes = new NativeArray < Entity >( children.Length, Allocator.Persistent );
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            int i = 0;
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            foreach ( Child child in children )
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            {
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                animator.ValueRW.SkinnedMeshes[i] = child.Value;
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                i++;
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            }
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            wait.ValueRW.IsInitialized = true;
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            entityCommandBuffer.RemoveComponent<AnimatorWaitingForBaking>( wait.ValueRO.AnimatorEntity );
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            //EntityManager.RemoveComponent < AnimatorWaitingForBaking >( wait.AnimatorEntity );
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        }
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        entityCommandBuffer.Playback( EntityManager );
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    }
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}
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		||||
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}
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		||||
							
								
								
									
										3
									
								
								Runtime/Scripts/AnimationBakingSystem.cs.meta
									
									
									
									
									
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										3
									
								
								Runtime/Scripts/AnimationBakingSystem.cs.meta
									
									
									
									
									
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							@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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		||||
guid: 2720e153eb0b4e8c8cdc100f844448f2
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timeCreated: 1670713611
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		||||
							
								
								
									
										117
									
								
								Runtime/Scripts/AnimationCurve.cs
									
									
									
									
									
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										117
									
								
								Runtime/Scripts/AnimationCurve.cs
									
									
									
									
									
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							@@ -0,0 +1,117 @@
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using System;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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public static class AnimationCurveExtention
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{
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    public static float[] GenerateCurveArray(this UnityEngine.AnimationCurve self, int numberOfSamples)
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    {
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        float[] returnArray = new float[numberOfSamples];
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        for (int j = 0; j < numberOfSamples; j++)
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        {
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            returnArray[j] = self.Evaluate((float)j / numberOfSamples);   
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            //Debug.Log( returnArray[j] );
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        }
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        return returnArray;
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    }
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    public static EntitiesAnimationCurveReference LoadUnityAnimationCurveIntoEntitiesAnimationCurve(this UnityEngine.AnimationCurve animationCurve, int numberOfSamples)
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    {
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        float[] samplePoints = animationCurve.GenerateCurveArray(numberOfSamples);
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        EntitiesAnimationCurveReference component = new EntitiesAnimationCurveReference();
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        using ( BlobBuilder blobBuilder = new BlobBuilder( Allocator.Temp ) )
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        {
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            ref EntitiesAnimationCurve animationCurveEcs = ref blobBuilder.ConstructRoot < EntitiesAnimationCurve >();
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            BlobBuilderArray<float> curveSamples = blobBuilder.Allocate( ref animationCurveEcs.SampledPoints, numberOfSamples );
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            for (int i = 0; i < numberOfSamples; i++)
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            {
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                // Copy data.
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                curveSamples[i] = samplePoints[i];
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            }
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            component.EntitiesCurve = blobBuilder.CreateBlobAssetReference < EntitiesAnimationCurve >( Allocator.Persistent );
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        }
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        component.EntitiesCurve.Value.NumberOfSamples = numberOfSamples;
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        return component;
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    }
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		||||
}
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[Serializable]
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public struct EntitiesAnimationCurve
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		||||
{
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    public BlobArray < float > SampledPoints;
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    public int NumberOfSamples;
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		||||
    
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    public float GetValueAtTime(float time)
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		||||
    {
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        var approxSampleIndex = (NumberOfSamples - 1) * time;
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        var sampleIndexBelow = (int)math.floor(approxSampleIndex);
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        if (sampleIndexBelow >= NumberOfSamples - 1)
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		||||
        {
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            return SampledPoints[NumberOfSamples - 1];
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        }
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        var indexRemainder = approxSampleIndex - sampleIndexBelow;
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        return math.lerp(SampledPoints[sampleIndexBelow], SampledPoints[sampleIndexBelow + 1], indexRemainder);
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		||||
    }
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		||||
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		||||
}
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[Serializable]
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		||||
public struct EntitiesAnimationCurveReference
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		||||
{
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    public BlobAssetReference<EntitiesAnimationCurve> EntitiesCurve;
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    public readonly float GetValueAtTime(float time) => EntitiesCurve.Value.GetValueAtTime(time);
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}
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[Serializable]
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public struct EntitiesAnimationCurveLibrary : IComponentData
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{
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    public NativeList < EntitiesAnimationCurveReference > CurveReferences;
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}
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public struct SampledAnimationCurve : System.IDisposable
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		||||
{
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    NativeArray<float> sampledFloat;
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    /// <param name="samples">Must be 2 or higher</param>
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    public SampledAnimationCurve(AnimationCurve ac, int samples)
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		||||
    {
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        sampledFloat = new NativeArray<float>(samples, Allocator.Persistent);
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        float timeFrom = ac.keys[0].time;
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        float timeTo = ac.keys[ac.keys.Length - 1].time;
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        float timeStep = (timeTo - timeFrom) / (samples - 1);
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		||||
 
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        for (int i = 0; i < samples; i++)
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        {
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            sampledFloat[i] = ac.Evaluate(timeFrom + (i * timeStep));
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        }
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		||||
    }
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		||||
    public void Dispose()
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		||||
    {
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        sampledFloat.Dispose();
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    }
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    /// <param name="time">Must be from 0 to 1</param>
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    public float EvaluateLerp(float time)
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    {
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        int len = sampledFloat.Length - 1;
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        float clamp01 = time < 0 ? 0 : (time > 1 ? 1 : time);
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        float floatIndex = (clamp01 * len);
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        int floorIndex = (int)math.floor(floatIndex);
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        if (floorIndex == len)
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        {
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            return sampledFloat[len];
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        }
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        float lowerValue = sampledFloat[floorIndex];
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        float higherValue = sampledFloat[floorIndex + 1];
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        return math.lerp(lowerValue, higherValue, math.frac(floatIndex));
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    }
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		||||
}
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		||||
}
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		||||
							
								
								
									
										3
									
								
								Runtime/Scripts/AnimationCurve.cs.meta
									
									
									
									
									
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										3
									
								
								Runtime/Scripts/AnimationCurve.cs.meta
									
									
									
									
									
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							@@ -0,0 +1,3 @@
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		||||
fileFormatVersion: 2
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		||||
guid: 1139ec583eba4a088b003096cc28582f
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timeCreated: 1670717467
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		||||
							
								
								
									
										30
									
								
								Runtime/Scripts/AnimationCurveAuthoring.cs
									
									
									
									
									
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										30
									
								
								Runtime/Scripts/AnimationCurveAuthoring.cs
									
									
									
									
									
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							@@ -0,0 +1,30 @@
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Entities;
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using UnityEngine;
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namespace TAO.VertexAnimation
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		||||
{
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public class AnimationCurveAuthoring : MonoBehaviour
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{
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    public List < AnimationCurve > CurvesToConvert;
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    public int NumberOfSamples = 256;
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		||||
}
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public class AnimationCurveAuthoringBaker : Baker <AnimationCurveAuthoring>
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{
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    public override void Bake( AnimationCurveAuthoring authoring )
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    {
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        EntitiesAnimationCurveLibrary curveLibrary = new EntitiesAnimationCurveLibrary();
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        curveLibrary.CurveReferences = new NativeList < EntitiesAnimationCurveReference >( 5, Allocator.Persistent );
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        foreach ( AnimationCurve curve in authoring.CurvesToConvert )
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        {
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            curveLibrary.CurveReferences.Add( curve.LoadUnityAnimationCurveIntoEntitiesAnimationCurve( authoring.NumberOfSamples ) );
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        }
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        AddComponent( curveLibrary );
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    }
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}
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		||||
}
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										3
									
								
								Runtime/Scripts/AnimationCurveAuthoring.cs.meta
									
									
									
									
									
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										3
									
								
								Runtime/Scripts/AnimationCurveAuthoring.cs.meta
									
									
									
									
									
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							@@ -0,0 +1,3 @@
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		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 600a2b395a2a4b1ebe07b9248cff83ca
 | 
			
		||||
timeCreated: 1670719445
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		||||
@@ -17,9 +17,10 @@ namespace TAO.VertexAnimation
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		public uint Seed;
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	}
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public struct SkinnedMeshEntity : IBufferElementData
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public struct AnimatorWaitingForBaking : IComponentData
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{
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	public Entity Value;
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	public bool IsInitialized;
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	public Entity AnimatorEntity;
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}
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public struct AnimationLibraryComponent : IComponentData
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@@ -74,41 +75,36 @@ public class AnimationLibraryComponentBaker : Baker < AnimationLibraryComponentA
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		ref VA_AnimationLibraryData animationsRef = ref animLib.Value;
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		Random random = new Random( authoring.Seed != 0 ? authoring.Seed : 42 );
 | 
			
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		int index = random.NextInt( 20 );
 | 
			
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 | 
			
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		// Add animator to 'parent'.
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		AnimatorComponent animatorComponent = new AnimatorComponent
 | 
			
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		{
 | 
			
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			Enabled = true,
 | 
			
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			AnimationName = animationsRef.animations[index].name,
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			AnimationName = animationsRef.animations[5].name,
 | 
			
		||||
			AnimationIndex = 2,
 | 
			
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			AnimationIndexNext = -1,
 | 
			
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			AnimationTime = 0,
 | 
			
		||||
			AnimationLibrary = animLib
 | 
			
		||||
 | 
			
		||||
		};
 | 
			
		||||
		AddComponent(animatorComponent);
 | 
			
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 | 
			
		||||
		
 | 
			
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		AnimatorBlendStateComponent animatorStateComponent = new AnimatorBlendStateComponent
 | 
			
		||||
		{
 | 
			
		||||
			BlendingEnabled = true,
 | 
			
		||||
			AnimationIndex = 1,
 | 
			
		||||
			AnimationIndexNext = -1,
 | 
			
		||||
			AnimationTime = 0
 | 
			
		||||
			ToAnimationIndex = 1,
 | 
			
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			BlendingCurrentTime = 0.0f,
 | 
			
		||||
			AnimationBlendingCurveIndex = 2,
 | 
			
		||||
			BlendingDuration = 2.5f,
 | 
			
		||||
			AnimationTime = 0.0f,
 | 
			
		||||
		};
 | 
			
		||||
 | 
			
		||||
		AddComponent( animatorStateComponent );
 | 
			
		||||
		
 | 
			
		||||
		var boneEntityArray = AddBuffer<SkinnedMeshEntity>();
 | 
			
		||||
		MeshRenderer[] meshRenderers =
 | 
			
		||||
			authoring.transform.GetComponentsInChildren < MeshRenderer >();
 | 
			
		||||
		boneEntityArray.ResizeUninitialized(meshRenderers.Length);
 | 
			
		||||
		for (int meshIndex = 0; meshIndex < meshRenderers.Length; ++meshIndex)
 | 
			
		||||
		{
 | 
			
		||||
			var meshEntity = GetEntity(meshRenderers[meshIndex]);
 | 
			
		||||
			boneEntityArray[meshIndex] = new SkinnedMeshEntity {Value = meshEntity};
 | 
			
		||||
		}
 | 
			
		||||
		AddComponent<AnimatorWaitingForBaking>(new AnimatorWaitingForBaking{ AnimatorEntity = GetEntity(), IsInitialized = false});
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
//[GenerateAuthoringComponent]
 | 
			
		||||
public struct AnimatorComponent : IComponentData
 | 
			
		||||
{
 | 
			
		||||
@@ -117,17 +113,18 @@ public struct AnimatorComponent : IComponentData
 | 
			
		||||
	public int AnimationIndex;
 | 
			
		||||
	public int AnimationIndexNext;
 | 
			
		||||
	public float AnimationTime;
 | 
			
		||||
	public float AnimationTimeNext;
 | 
			
		||||
	public BlobAssetReference<VA_AnimationLibraryData> AnimationLibrary;
 | 
			
		||||
	public NativeArray < Entity > SkinnedMeshes;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
public struct AnimatorBlendStateComponent : IComponentData
 | 
			
		||||
{
 | 
			
		||||
	public bool BlendingEnabled;
 | 
			
		||||
	public int AnimationIndex;
 | 
			
		||||
	public int AnimationIndexNext;
 | 
			
		||||
	public float AnimationTime;
 | 
			
		||||
	public float AnimationTimeNext;
 | 
			
		||||
	public int ToAnimationIndex;
 | 
			
		||||
	public float BlendingDuration;
 | 
			
		||||
	public float BlendingCurrentTime;
 | 
			
		||||
	public int AnimationBlendingCurveIndex;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
@@ -1,5 +1,6 @@
 | 
			
		||||
using Unity.Burst;
 | 
			
		||||
using Unity.Collections;
 | 
			
		||||
using Unity.Collections.LowLevel.Unsafe;
 | 
			
		||||
using Unity.Entities;
 | 
			
		||||
using Unity.Jobs;
 | 
			
		||||
using Unity.Mathematics;
 | 
			
		||||
@@ -37,8 +38,17 @@ public partial struct AnimatorSystem : ISystem
 | 
			
		||||
        EntityCommandBuffer ecb = SystemAPI.GetSingleton < BeginSimulationEntityCommandBufferSystem.Singleton >().
 | 
			
		||||
                                            CreateCommandBuffer( state.WorldUnmanaged );
 | 
			
		||||
 | 
			
		||||
        RefRW < EntitiesAnimationCurveLibrary > curveLibrary =
 | 
			
		||||
            SystemAPI.GetSingletonRW < EntitiesAnimationCurveLibrary >();
 | 
			
		||||
 | 
			
		||||
        UpdateAnimatorJob job =
 | 
			
		||||
            new UpdateAnimatorJob { DeltaTime = deltaTime, StartIndex = 0, Ecb = ecb.AsParallelWriter() };
 | 
			
		||||
            new UpdateAnimatorJob
 | 
			
		||||
            {
 | 
			
		||||
                DeltaTime = deltaTime,
 | 
			
		||||
                StartIndex = 0,
 | 
			
		||||
                Ecb = ecb.AsParallelWriter(),
 | 
			
		||||
                EntitiesAnimationCurveLibrary = curveLibrary
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
        job.Run();
 | 
			
		||||
 | 
			
		||||
@@ -67,18 +77,112 @@ public partial struct UpdateAnimatorJob : IJobEntity
 | 
			
		||||
    public float DeltaTime;
 | 
			
		||||
    public int StartIndex;
 | 
			
		||||
    public EntityCommandBuffer.ParallelWriter Ecb;
 | 
			
		||||
    [NativeDisableUnsafePtrRestriction]
 | 
			
		||||
    public RefRW < EntitiesAnimationCurveLibrary > EntitiesAnimationCurveLibrary;
 | 
			
		||||
 | 
			
		||||
    [BurstCompile]
 | 
			
		||||
    public void Execute(
 | 
			
		||||
        ref AnimatorComponent animator,
 | 
			
		||||
        ref AnimatorBlendStateComponent animatorBlendState,
 | 
			
		||||
        in DynamicBuffer < SkinnedMeshEntity > buffer )
 | 
			
		||||
        ref AnimatorBlendStateComponent animatorBlendState )
 | 
			
		||||
    {
 | 
			
		||||
        if ( animator.Enabled )
 | 
			
		||||
        {
 | 
			
		||||
            // Get the animation lib data.
 | 
			
		||||
            ref VA_AnimationLibraryData animationsRef = ref animator.AnimationLibrary.Value;
 | 
			
		||||
 | 
			
		||||
            int animationIndexNextBlend = 0;
 | 
			
		||||
            float animationTimeNextBlend = 0.0f;
 | 
			
		||||
            float blendValue = 0.0f;
 | 
			
		||||
 | 
			
		||||
            if ( animatorBlendState.BlendingEnabled )
 | 
			
		||||
            {
 | 
			
		||||
                animatorBlendState.BlendingCurrentTime += DeltaTime;
 | 
			
		||||
 | 
			
		||||
                if ( animatorBlendState.BlendingCurrentTime >
 | 
			
		||||
                     animatorBlendState.BlendingDuration )
 | 
			
		||||
                {
 | 
			
		||||
                    animator.AnimationIndex = animatorBlendState.ToAnimationIndex;
 | 
			
		||||
                    animator.AnimationIndexNext = -1;
 | 
			
		||||
                    animator.AnimationTime = animatorBlendState.AnimationTime;
 | 
			
		||||
 | 
			
		||||
                    animatorBlendState.BlendingEnabled = false;
 | 
			
		||||
                    animatorBlendState.ToAnimationIndex = -1;
 | 
			
		||||
                    animatorBlendState.AnimationTime = 0;
 | 
			
		||||
                    animatorBlendState.BlendingDuration = 0.0f;
 | 
			
		||||
                    animatorBlendState.BlendingCurrentTime = 0.0f;
 | 
			
		||||
                    animatorBlendState.AnimationBlendingCurveIndex = -1;
 | 
			
		||||
 | 
			
		||||
                    for ( int i = 0; i < animator.SkinnedMeshes.Length; i++ )
 | 
			
		||||
                    {
 | 
			
		||||
                        BlendingAnimationDataComponent blendingAnimationDataComponent =
 | 
			
		||||
                            new BlendingAnimationDataComponent { Value = 0.0f };
 | 
			
		||||
 | 
			
		||||
                        Ecb.SetComponent < BlendingAnimationDataComponent >(
 | 
			
		||||
                            StartIndex,
 | 
			
		||||
                            animator.SkinnedMeshes[i],
 | 
			
		||||
                            blendingAnimationDataComponent );
 | 
			
		||||
 | 
			
		||||
                        StartIndex++;
 | 
			
		||||
                        SecondAnimationDataComponent vaAnimationDataComponent2 = new SecondAnimationDataComponent();
 | 
			
		||||
 | 
			
		||||
                        vaAnimationDataComponent2.Value = new float4
 | 
			
		||||
                        {
 | 
			
		||||
                            x = 0.0f,
 | 
			
		||||
                            y = animatorBlendState.ToAnimationIndex,
 | 
			
		||||
                            z = 0.0f,
 | 
			
		||||
                            w = animatorBlendState.ToAnimationIndex
 | 
			
		||||
                        };
 | 
			
		||||
 | 
			
		||||
                        Ecb.SetComponent < SecondAnimationDataComponent >(
 | 
			
		||||
                            StartIndex,
 | 
			
		||||
                            animator.SkinnedMeshes[i],
 | 
			
		||||
                            vaAnimationDataComponent2 );
 | 
			
		||||
 | 
			
		||||
                        StartIndex++;
 | 
			
		||||
                    }
 | 
			
		||||
                   
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    float blendTime =
 | 
			
		||||
                        1.0f / animatorBlendState.BlendingDuration * animatorBlendState.BlendingCurrentTime;
 | 
			
		||||
 | 
			
		||||
                    blendValue = EntitiesAnimationCurveLibrary.ValueRW.
 | 
			
		||||
                                                               CurveReferences[
 | 
			
		||||
                                                                   animatorBlendState.AnimationBlendingCurveIndex].
 | 
			
		||||
                                                               GetValueAtTime( blendTime );
 | 
			
		||||
 | 
			
		||||
                    animatorBlendState.AnimationTime += DeltaTime *
 | 
			
		||||
                                                        animationsRef.
 | 
			
		||||
                                                            animations[animatorBlendState.ToAnimationIndex].
 | 
			
		||||
                                                            frameTime;
 | 
			
		||||
 | 
			
		||||
                    if ( animatorBlendState.AnimationTime >
 | 
			
		||||
                         animationsRef.animations[animatorBlendState.ToAnimationIndex].duration )
 | 
			
		||||
                    {
 | 
			
		||||
                        // Set time. Using the difference to smoothen out animations when looping.
 | 
			
		||||
                        animatorBlendState.AnimationTime -=
 | 
			
		||||
                            animationsRef.animations[animatorBlendState.ToAnimationIndex].duration;
 | 
			
		||||
 | 
			
		||||
                        //animator.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 );
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    // Lerp animations.
 | 
			
		||||
                    // Set animation for lerp.
 | 
			
		||||
                    animationIndexNextBlend = animatorBlendState.ToAnimationIndex;
 | 
			
		||||
 | 
			
		||||
                    // Calculate next frame time for lerp.
 | 
			
		||||
                    animationTimeNextBlend = animatorBlendState.AnimationTime +
 | 
			
		||||
                                             ( 1.0f / animationsRef.animations[animationIndexNextBlend].maxFrames );
 | 
			
		||||
 | 
			
		||||
                    if ( animationTimeNextBlend > animationsRef.animations[animationIndexNextBlend].duration )
 | 
			
		||||
                    {
 | 
			
		||||
                        // Set time. Using the difference to smooth out animations when looping.
 | 
			
		||||
                        animationTimeNextBlend -= animatorBlendState.AnimationTime;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            //if ( animator.AnimationName != vaAnimatorStateComponent.CurrentAnimationName )
 | 
			
		||||
            //{
 | 
			
		||||
            //	// Set the animation index on the AnimatorComponent to play this animation.
 | 
			
		||||
@@ -118,50 +222,7 @@ public partial struct UpdateAnimatorJob : IJobEntity
 | 
			
		||||
                animationTimeNext -= animator.AnimationTime;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            int animationIndexNextBlend = 0;
 | 
			
		||||
            float animationTimeNextBlend = 0.0f;
 | 
			
		||||
 | 
			
		||||
            if ( animatorBlendState.BlendingEnabled )
 | 
			
		||||
            {
 | 
			
		||||
                // 'Play' the actual animation.
 | 
			
		||||
                animatorBlendState.AnimationTime += DeltaTime *
 | 
			
		||||
                                                    animationsRef.
 | 
			
		||||
                                                        animations[animatorBlendState.AnimationIndex].
 | 
			
		||||
                                                        frameTime;
 | 
			
		||||
 | 
			
		||||
                if ( animatorBlendState.AnimationTime >
 | 
			
		||||
                     animationsRef.animations[animatorBlendState.AnimationIndex].duration )
 | 
			
		||||
                {
 | 
			
		||||
                    // Set time. Using the difference to smoothen out animations when looping.
 | 
			
		||||
                    animatorBlendState.AnimationTime -=
 | 
			
		||||
                        animationsRef.animations[animatorBlendState.AnimationIndex].duration;
 | 
			
		||||
 | 
			
		||||
                    //animator.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 );
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                // Lerp animations.
 | 
			
		||||
                // Set animation for lerp.
 | 
			
		||||
                animationIndexNextBlend = animatorBlendState.AnimationIndexNext;
 | 
			
		||||
 | 
			
		||||
                if ( animationIndexNextBlend < 0 )
 | 
			
		||||
                {
 | 
			
		||||
                    animationIndexNextBlend = animatorBlendState.AnimationIndex;
 | 
			
		||||
 | 
			
		||||
                    //animator.animationIndexNext = animationIndexNext + 1;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                // Calculate next frame time for lerp.
 | 
			
		||||
                animationTimeNextBlend = animatorBlendState.AnimationTime +
 | 
			
		||||
                                         ( 1.0f / animationsRef.animations[animationIndexNextBlend].maxFrames );
 | 
			
		||||
 | 
			
		||||
                if ( animationTimeNextBlend > animationsRef.animations[animationIndexNextBlend].duration )
 | 
			
		||||
                {
 | 
			
		||||
                    // Set time. Using the difference to smooth out animations when looping.
 | 
			
		||||
                    animationTimeNextBlend -= animatorBlendState.AnimationTime;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            for ( int i = 0; i < buffer.Length; i++ )
 | 
			
		||||
            for ( int i = 0; i < animator.SkinnedMeshes.Length; i++ )
 | 
			
		||||
            {
 | 
			
		||||
                FirstAnimationDataComponent vaAnimationDataComponent = new FirstAnimationDataComponent();
 | 
			
		||||
 | 
			
		||||
@@ -173,10 +234,24 @@ public partial struct UpdateAnimatorJob : IJobEntity
 | 
			
		||||
                    w = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animationIndexNext )
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                SystemAPI.SetComponent < FirstAnimationDataComponent >( buffer[i].Value, vaAnimationDataComponent );
 | 
			
		||||
                Ecb.SetComponent < FirstAnimationDataComponent >(
 | 
			
		||||
                    StartIndex,
 | 
			
		||||
                    animator.SkinnedMeshes[i],
 | 
			
		||||
                    vaAnimationDataComponent );
 | 
			
		||||
 | 
			
		||||
                StartIndex++;
 | 
			
		||||
 | 
			
		||||
                if ( animatorBlendState.BlendingEnabled )
 | 
			
		||||
                {
 | 
			
		||||
                    BlendingAnimationDataComponent blendingAnimationDataComponent =
 | 
			
		||||
                        new BlendingAnimationDataComponent { Value = blendValue };
 | 
			
		||||
 | 
			
		||||
                    Ecb.SetComponent < BlendingAnimationDataComponent >(
 | 
			
		||||
                        StartIndex,
 | 
			
		||||
                        animator.SkinnedMeshes[i],
 | 
			
		||||
                        blendingAnimationDataComponent );
 | 
			
		||||
 | 
			
		||||
                    StartIndex++;
 | 
			
		||||
                    SecondAnimationDataComponent vaAnimationDataComponent2 = new SecondAnimationDataComponent();
 | 
			
		||||
 | 
			
		||||
                    vaAnimationDataComponent2.Value = new float4
 | 
			
		||||
@@ -184,16 +259,19 @@ public partial struct UpdateAnimatorJob : IJobEntity
 | 
			
		||||
                        x = animatorBlendState.AnimationTime,
 | 
			
		||||
                        y = VA_AnimationLibraryUtils.GetAnimationMapIndex(
 | 
			
		||||
                            ref animationsRef,
 | 
			
		||||
                            animatorBlendState.AnimationIndex ),
 | 
			
		||||
                            animatorBlendState.ToAnimationIndex ),
 | 
			
		||||
                        z = animationTimeNextBlend,
 | 
			
		||||
                        w = VA_AnimationLibraryUtils.GetAnimationMapIndex(
 | 
			
		||||
                            ref animationsRef,
 | 
			
		||||
                            animationIndexNextBlend )
 | 
			
		||||
                    };
 | 
			
		||||
 | 
			
		||||
                    SystemAPI.SetComponent < SecondAnimationDataComponent >(
 | 
			
		||||
                        buffer[i].Value,
 | 
			
		||||
                    Ecb.SetComponent < SecondAnimationDataComponent >(
 | 
			
		||||
                        StartIndex,
 | 
			
		||||
                        animator.SkinnedMeshes[i],
 | 
			
		||||
                        vaAnimationDataComponent2 );
 | 
			
		||||
 | 
			
		||||
                    StartIndex++;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user