AnimationLibrary start, AnimatorSystem parallel

Base setup animation library.
AnimatorSystem now runs in parallel.
TextureImporter preset.
This commit is contained in:
max 2020-12-09 18:36:32 +01:00
parent 5ac8db608e
commit 52dd9d4b3c
13 changed files with 760 additions and 134 deletions

8
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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TAO.VertexAnimation
{
[CreateAssetMenu(fileName = "new AnimationBook", menuName = "AnimationBook", order = 0)]
public class VA_AnimationBookSO : ScriptableObject
{
public int maxFrames;
public Material[] materials;
public VA_AnimationPage[] animationPages;
private void Setup()
{
// TODO: ...
// GenerateTextures.
// SetupMaterials.
}
}
[System.Serializable]
public struct VA_AnimationPage
{
public string name;
public int frames;
public Texture2D texture2D;
}
}

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@ -6,46 +6,33 @@ namespace TAO.VertexAnimation
[System.Serializable]
public struct VA_AnimationData
{
public FixedString32 name;
public int frames;
public int maxFrames;
// 1.0f / maxFrames.
public float frameTime;
// frameTime * frames.
public float duration;
}
public struct VA_AnimationDataBlobAsset
public struct VA_AnimationLibrary
{
public BlobArray<VA_AnimationData> animations;
}
public class VA_AnimationDataBlobAssetConversionSystem : GameObjectConversionSystem
public static class VA_AnimationLibraryUtils
{
protected override void OnUpdate()
public static int GetAnimation(ref VA_AnimationLibrary animationsRef, FixedString32 animationName)
{
BlobAssetReference<VA_AnimationDataBlobAsset> animationDataBlobAssetRef;
// Blob builder to build.
using (BlobBuilder blobBuilder = new BlobBuilder(Allocator.Temp))
for (int i = 0; i < animationsRef.animations.Length; i++)
{
// Construct the root.
ref VA_AnimationDataBlobAsset animationDataBlobAsset = ref blobBuilder.ConstructRoot<VA_AnimationDataBlobAsset>();
// Set all the data.
BlobBuilderArray<VA_AnimationData> animationDataArray = blobBuilder.Allocate(ref animationDataBlobAsset.animations, 2);
for (int i = 0; i < animationDataArray.Length; i++)
if (animationsRef.animations[i].name == animationName)
{
animationDataArray[i] = new VA_AnimationData
{
frames = 36,
maxFrames = 43
};
return i;
}
}
// Construct blob asset reference.
animationDataBlobAssetRef = blobBuilder.CreateBlobAssetReference<VA_AnimationDataBlobAsset>(Allocator.Persistent);
UnityEngine.Debug.Log("Created: " + animationDataBlobAssetRef.Value.animations.Length.ToString());
}
// TODO: Generate Hash based on Guid.
BlobAssetStore.TryAdd(new Hash128("AnimationLib"), animationDataBlobAssetRef);
return -1;
}
}
}

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@ -0,0 +1,49 @@
using Unity.Entities;
using Unity.Collections;
namespace TAO.VertexAnimation
{
[UnityEngine.RequireComponent(typeof(ConvertToEntity))]
[UnityEngine.DisallowMultipleComponent]
public class VA_AnimationLibraryComponentAuthoring : UnityEngine.MonoBehaviour
{
public VA_AnimationLibrarySO animationLibrary;
}
public class VA_AnimationLibraryConversionSystem : GameObjectConversionSystem
{
protected override void OnUpdate()
{
Entities.ForEach((VA_AnimationLibraryComponentAuthoring animationLib) =>
{
// Blob builder to build.
using (BlobBuilder blobBuilder = new BlobBuilder(Allocator.Temp))
{
// Construct the root.
ref VA_AnimationLibrary animationDataBlobAsset = ref blobBuilder.ConstructRoot<VA_AnimationLibrary>();
// Set all the data.
BlobBuilderArray<VA_AnimationData> animationDataArray = blobBuilder.Allocate(ref animationDataBlobAsset.animations, animationLib.animationLibrary.animations.Count);
for (int i = 0; i < animationDataArray.Length; i++)
{
// Copy data.
animationDataArray[i] = animationLib.animationLibrary.animations[i];
}
// Construct blob asset reference.
BlobAssetReference<VA_AnimationLibrary> animLibAssetRef = blobBuilder.CreateBlobAssetReference<VA_AnimationLibrary>(Allocator.Persistent);
// Add it to the asset store.
// TODO: Generate Hash based on Guid.
BlobAssetStore.TryAdd(new Hash128("AnimationLib"), animLibAssetRef);
UnityEngine.Debug.Log("VA_AnimationLibrary has " + animLibAssetRef.Value.animations.Length.ToString() + " animations.");
}
// Remove the entity since we don't need it anymore.
DstEntityManager.DestroyEntity(GetPrimaryEntity(animationLib));
});
}
}
}

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@ -0,0 +1,46 @@
using System.Collections.Generic;
using UnityEngine;
namespace TAO.VertexAnimation
{
[CreateAssetMenu(fileName = "new AnimationLibrary", menuName = "AnimationLibrary", order = 0)]
public class VA_AnimationLibrarySO : ScriptableObject
{
[SerializeField]
private VA_AnimationBookSO[] animationBooks;
[HideInInspector]
public List<VA_AnimationData> animations = null;
private void OnValidate()
{
SetupAnimations();
}
private void SetupAnimations()
{
animations = new List<VA_AnimationData>();
if (animationBooks != null)
{
for (int b = 0; b < animationBooks.Length; b++)
{
if(animationBooks[b].animationPages != null)
{
for (int p = 0; p < animationBooks[b].animationPages.Length; p++)
{
animations.Add(new VA_AnimationData
{
name = new Unity.Collections.FixedString32(animationBooks[b].animationPages[p].name),
maxFrames = animationBooks[b].maxFrames,
frames = animationBooks[b].animationPages[p].frames,
frameTime = 1.0f / animationBooks[b].maxFrames,
duration = 1.0f / animationBooks[b].maxFrames * animationBooks[b].animationPages[p].frames
});
}
}
}
}
}
}
}

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@ -17,15 +17,15 @@ namespace TAO.VertexAnimation
public int animationIndex;
public int animationIndexSchedule;
public float animationTime;
public BlobAssetReference<VA_AnimationDataBlobAsset> animationsRef;
public BlobAssetReference<VA_AnimationLibrary> animationLibrary;
}
[UpdateAfter(typeof(VA_AnimationDataBlobAssetConversionSystem))]
[UpdateAfter(typeof(VA_AnimationLibraryConversionSystem))]
public class VA_AnimatorConversionSystem : GameObjectConversionSystem
{
protected override void OnUpdate()
{
BlobAssetStore.TryGet(new Unity.Entities.Hash128("AnimationLib"), out BlobAssetReference<VA_AnimationDataBlobAsset> assetReference);
BlobAssetStore.TryGet(new Unity.Entities.Hash128("AnimationLib"), out BlobAssetReference<VA_AnimationLibrary> animLib);
Entities.ForEach((VA_AnimatorComponentAuthoring animator) =>
{
@ -37,7 +37,7 @@ namespace TAO.VertexAnimation
animationIndex = 0,
animationIndexSchedule = -1,
animationTime = 0,
animationsRef = assetReference
animationLibrary = animLib
};
DstEntityManager.AddComponentData(entity, animatorComponent);

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@ -6,45 +6,6 @@ using Unity.Mathematics;
namespace TAO.VertexAnimation
{
//TODO: SetComponent.
//TODO: Disable thread safety.
//TODO: Blob data for static animation data.
//public class VA_AnimatorSystem : SystemBase
//{
// private EndSimulationEntityCommandBufferSystem endSimulationEntityCommandBufferSystem;
// protected override void OnCreate()
// {
// base.OnCreate();
// endSimulationEntityCommandBufferSystem = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>();
// }
// protected override void OnUpdate()
// {
// var ecb = endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter();
// Entities.ForEach((Entity entity, int entityInQueryIndex, in VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
// {
// for (int i = 0; i < children.Length; i++)
// {
// // Get child.
// Entity child = children[i].Value;
// // Overwrite existing component.
// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationTimeComponent { Value = ac.animationTime });
// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationIndexComponent { Value = ac.animationIndex });
// }
// })
// .ScheduleParallel();
// endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency);
// }
//}
//[UpdateBefore(typeof(HybridRendererSystem))]
public class VA_AnimatorSystem : SystemBase
{
protected override void OnUpdate()
@ -59,59 +20,29 @@ namespace TAO.VertexAnimation
// Get child.
Entity child = children[i].Value;
// Get a copy of the time Component of the child.
VA_AnimationTimeComponent atcCopy = atc[child];
// Set new value.
atcCopy.Value = ac.animationTime;
// Update original.
atc[child] = atcCopy;
atc[child] = new VA_AnimationTimeComponent { Value = ac.animationTime };
VA_AnimationIndexComponent aicCopy = aic[child];
aicCopy.Value = ac.animationIndex;
aic[child] = aicCopy;
//// Get a copy of the time Component of the child.
//VA_AnimationTimeComponent atcCopy = atc[child];
//// Set new value.
//atcCopy.Value = ac.animationTime;
//// Update original.
//atc[child] = atcCopy;
aic[child] = new VA_AnimationIndexComponent { Value = ac.animationIndex };
//VA_AnimationIndexComponent aicCopy = aic[child];
//aicCopy.Value = ac.animationIndex;
//aic[child] = aicCopy;
}
})
.Run();
.WithNativeDisableContainerSafetyRestriction(atc)
.WithNativeDisableContainerSafetyRestriction(aic)
.ScheduleParallel();
}
}
//public class VA_AnimatorSystem2 : SystemBase
//{
// protected override void OnCreate()
// {
// base.OnCreate();
// Enabled = false;
// }
// protected override void OnUpdate()
// {
// Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
// {
// for (int i = 0; i < children.Length; i++)
// {
// // Get child.
// Entity child = children[i].Value;
// //if(HasComponent<VA_AnimationTimeComponent>(child))
// //{
// var atc = GetComponent<VA_AnimationTimeComponent>(child);
// atc.Value = ac.animationTime;
// SetComponent(child, atc);
// //}
// //if(HasComponent<VA_AnimationIndexComponent>(child))
// //{
// var aic = GetComponent<VA_AnimationIndexComponent>(child);
// aic.Value = ac.animationIndex;
// SetComponent(child, aic);
// //}
// }
// })
// .Run();
// }
//}
// Example systems to update animation parameters.
[UpdateBefore(typeof(VA_AnimatorSystem))]
public class VA_AnimationTimeSystem : SystemBase
{
@ -122,20 +53,13 @@ namespace TAO.VertexAnimation
Entities.ForEach((ref VA_AnimatorComponent ac) =>
{
// Get the animation lib data.
ref VA_AnimationDataBlobAsset animationsRef = ref ac.animationsRef.Value;
int aFrames = animationsRef.animations[ac.animationIndex].frames;
int aMaxFrames = animationsRef.animations[ac.animationIndex].maxFrames;
ref VA_AnimationLibrary animationsRef = ref ac.animationLibrary.Value;
ac.animationTime += deltaTime;
// Time per frame.
float fTime = 1.0f / aMaxFrames;
// Animation time.
float cTime = fTime * (aFrames);
if (ac.animationTime > cTime)
if (ac.animationTime > animationsRef.animations[ac.animationIndex].duration)
{
ac.animationTime = ac.animationTime - cTime;
ac.animationTime = ac.animationTime - animationsRef.animations[ac.animationIndex].duration;
}
}).ScheduleParallel();
@ -149,9 +73,14 @@ namespace TAO.VertexAnimation
{
Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) =>
{
// Get the animation lib data.
ref VA_AnimationLibrary animationLib = ref ac.animationLibrary.Value;
int animationIndex = VA_AnimationLibraryUtils.GetAnimation(ref animationLib, "Shoot");
//int index = entity.Index % 2;
//ac.animationIndex = index;
ac.animationIndex = 0;
ac.animationIndex = animationIndex;
}).ScheduleParallel();
}
}

View File

@ -6,7 +6,8 @@
"GUID:8819f35a0fc84499b990e90a4ca1911f",
"GUID:7a450cf7ca9694b5a8bfa3fd83ec635a",
"GUID:a5baed0c9693541a5bd947d336ec7659",
"GUID:d8b63aba1907145bea998dd612889d6b"
"GUID:d8b63aba1907145bea998dd612889d6b",
"GUID:e0cd26848372d4e5c891c569017e11f1"
],
"includePlatforms": [],
"excludePlatforms": [],