Rewrote Animator to ISystem

This commit is contained in:
Maximilian Winter 2022-12-10 22:33:36 +01:00
parent 9f8a7fb7d8
commit 9dca839eaf
3 changed files with 190 additions and 160 deletions

View File

@ -17,7 +17,7 @@ namespace TAO.VertexAnimation
public uint Seed;
}
internal struct SkinnedMeshEntity : IBufferElementData
public struct SkinnedMeshEntity : IBufferElementData
{
public Entity Value;
}
@ -75,7 +75,7 @@ public class AnimationLibraryComponentBaker : Baker < AnimationLibraryComponentA
Random random = new Random( authoring.Seed != 0 ? authoring.Seed : 42 );
int index = random.NextInt( 20 );
// Add animator to 'parent'.
VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent
AnimatorComponent animatorComponent = new AnimatorComponent
{
Enabled = true,
AnimationName = animationsRef.animations[index].name,
@ -87,7 +87,7 @@ public class AnimationLibraryComponentBaker : Baker < AnimationLibraryComponentA
AddComponent(animatorComponent);
VA_AnimatorBlendStateComponent animatorStateComponent = new VA_AnimatorBlendStateComponent
AnimatorBlendStateComponent animatorStateComponent = new AnimatorBlendStateComponent
{
BlendingEnabled = true,
AnimationIndex = 1,
@ -110,21 +110,24 @@ public class AnimationLibraryComponentBaker : Baker < AnimationLibraryComponentA
}
//[GenerateAuthoringComponent]
public struct VA_AnimatorComponent : IComponentData
public struct AnimatorComponent : IComponentData
{
public bool Enabled;
public FixedString64Bytes AnimationName;
public int AnimationIndex;
public int AnimationIndexNext;
public float AnimationTime;
public float AnimationTimeNext;
public BlobAssetReference<VA_AnimationLibraryData> AnimationLibrary;
}
public struct VA_AnimatorBlendStateComponent : IComponentData
public struct AnimatorBlendStateComponent : IComponentData
{
public bool BlendingEnabled;
public int AnimationIndex;
public int AnimationIndexNext;
public float AnimationTime;
public float AnimationTimeNext;
}
}

View File

@ -4,152 +4,6 @@ using Unity.Mathematics;
namespace TAO.VertexAnimation
{
public readonly partial struct AnimatorAspect : IAspect
{
private readonly RefRW < VA_AnimatorComponent > m_Animator;
private readonly RefRW < VA_AnimatorBlendStateComponent > m_AnimatorBlendState;
private readonly DynamicBuffer < SkinnedMeshEntity > m_SkinnedMeshEntities;
public void UpdateAnimator(float deltaTime, EntityCommandBuffer.ParallelWriter ecb, ref int startIndex)
{
if ( m_Animator.ValueRO.Enabled )
{
// Get the animation lib data.
ref VA_AnimationLibraryData animationsRef = ref m_Animator.ValueRO.AnimationLibrary.Value;
//if ( m_Animator.ValueRO.AnimationName != vaAnimatorStateComponent.CurrentAnimationName )
//{
// // Set the animation index on the AnimatorComponent to play this animation.
// m_Animator.ValueRO.AnimationIndexNext = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, vaAnimatorStateComponent.CurrentAnimationName);
// m_Animator.ValueRO.AnimationName = vaAnimatorStateComponent.CurrentAnimationName;
//}
// 'Play' the actual animation.
m_Animator.ValueRW.AnimationTime += deltaTime * animationsRef.animations[m_Animator.ValueRO.AnimationIndex].frameTime;
if ( m_Animator.ValueRO.AnimationTime > animationsRef.animations[m_Animator.ValueRO.AnimationIndex].duration )
{
// Set time. Using the difference to smoothen out animations when looping.
m_Animator.ValueRW.AnimationTime -= animationsRef.animations[m_Animator.ValueRO.AnimationIndex].duration;
//m_Animator.ValueRW.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 );
}
// Lerp animations.
// Set animation for lerp.
int animationIndexNext = m_Animator.ValueRO.AnimationIndexNext;
if ( animationIndexNext < 0 )
{
animationIndexNext = m_Animator.ValueRO.AnimationIndex;
//m_Animator.ValueRO.animationIndexNext = animationIndexNext + 1;
}
// Calculate next frame time for lerp.
float animationTimeNext = m_Animator.ValueRO.AnimationTime +
( 1.0f / animationsRef.animations[animationIndexNext].maxFrames );
if ( animationTimeNext > animationsRef.animations[animationIndexNext].duration )
{
// Set time. Using the difference to smooth out animations when looping.
animationTimeNext -= m_Animator.ValueRO.AnimationTime;
}
int animationIndexNextBlend = 0;
float animationTimeNextBlend = 0.0f;
if ( m_AnimatorBlendState.ValueRO.BlendingEnabled )
{
// 'Play' the actual animation.
m_AnimatorBlendState.ValueRW.AnimationTime += deltaTime *
animationsRef.
animations[m_AnimatorBlendState.ValueRO.AnimationIndex].
frameTime;
if ( m_AnimatorBlendState.ValueRO.AnimationTime >
animationsRef.animations[m_AnimatorBlendState.ValueRO.AnimationIndex].duration )
{
// Set time. Using the difference to smoothen out animations when looping.
m_AnimatorBlendState.ValueRW.AnimationTime -=
animationsRef.animations[m_AnimatorBlendState.ValueRO.AnimationIndex].duration;
//m_Animator.ValueRO.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 );
}
// Lerp animations.
// Set animation for lerp.
animationIndexNextBlend = m_AnimatorBlendState.ValueRO.AnimationIndexNext;
if ( animationIndexNextBlend < 0 )
{
animationIndexNextBlend = m_AnimatorBlendState.ValueRO.AnimationIndex;
//m_Animator.ValueRO.animationIndexNext = animationIndexNext + 1;
}
// Calculate next frame time for lerp.
animationTimeNextBlend = m_AnimatorBlendState.ValueRO.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 -= m_AnimatorBlendState.ValueRO.AnimationTime;
}
}
for ( int i = 0; i < m_SkinnedMeshEntities.Length; i++ )
{
FirstAnimationDataComponent animationDataComponent = new FirstAnimationDataComponent();
animationDataComponent.Value = new float4
{
x = m_Animator.ValueRO.AnimationTime,
y = VA_AnimationLibraryUtils.GetAnimationMapIndex(
ref animationsRef,
m_Animator.ValueRO.AnimationIndex ),
z = animationTimeNext,
w = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animationIndexNext )
};
ecb.SetComponent < FirstAnimationDataComponent >(startIndex,
m_SkinnedMeshEntities[i].Value,
animationDataComponent );
startIndex++;
if ( m_AnimatorBlendState.ValueRO.BlendingEnabled )
{
SecondAnimationDataComponent animationDataComponent2 = new SecondAnimationDataComponent();
animationDataComponent2.Value = new float4
{
x = m_AnimatorBlendState.ValueRO.AnimationTime,
y = VA_AnimationLibraryUtils.GetAnimationMapIndex(
ref animationsRef,
m_AnimatorBlendState.ValueRO.AnimationIndex ),
z = animationTimeNextBlend,
w = VA_AnimationLibraryUtils.GetAnimationMapIndex(
ref animationsRef,
animationIndexNextBlend )
};
ecb.SetComponent < SecondAnimationDataComponent >(startIndex,
m_SkinnedMeshEntities[i].Value,
animationDataComponent2 );
startIndex++;
}
}
if ( m_Animator.ValueRO.AnimationIndexNext >= 0 )
{
m_Animator.ValueRW.AnimationIndex = animationIndexNext;
m_Animator.ValueRW.AnimationIndexNext = -1;
}
}
}
}
}

View File

@ -1,35 +1,208 @@
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Transforms;
using Unity.Jobs;
using Unity.Mathematics;
namespace TAO.VertexAnimation
{
// System to update all the animations.
[BurstCompile]
[UpdateInGroup( typeof( SimulationSystemGroup ) )]
[UpdateAfter( typeof( BeginSimulationEntityCommandBufferSystem ) )]
public partial struct AnimatorSystem : ISystem
{
//private EntityQuery m_Group;
[BurstCompile]
public void OnCreate( ref SystemState state )
{
//NativeArray < ComponentType > componentTypes = new NativeArray < ComponentType >( 2, Allocator.Persistent );
//componentTypes[0] = ComponentType.ReadWrite < AnimatorComponent >();
//componentTypes[1] = ComponentType.ReadWrite<AnimatorBlendStateComponent>();
//m_Group = state.GetEntityQuery(componentTypes);
}
[BurstCompile]
public void OnDestroy( ref SystemState state )
{
}
[BurstCompile]
public void OnUpdate( ref SystemState state )
{
float deltaTime = SystemAPI.Time.DeltaTime;
EntityCommandBuffer ecb = new EntityCommandBuffer( Allocator.Temp );
int i = 0;
foreach ( var animatorAspect in SystemAPI.
Query < AnimatorAspect >() )
EntityCommandBuffer ecb = SystemAPI.GetSingleton < BeginSimulationEntityCommandBufferSystem.Singleton >().
CreateCommandBuffer( state.WorldUnmanaged );
UpdateAnimatorJob job =
new UpdateAnimatorJob { DeltaTime = deltaTime, StartIndex = 0, Ecb = ecb.AsParallelWriter() };
job.Run();
//handle.Complete();
// state.Dependency = JobHandle.CombineDependencies( ecb., state.Dependency );
//state.Dependency.Complete();
// int i = 0;
// for ( int j = 0; j < jobHandles.Length; j++ )
// {
// jobHandles2.Add(new UpdateAnimatedMeshMaterialParametersJob { Ecb = ecb.AsParallelWriter(), StartIndex = i }.ScheduleParallel(jobHandles[j] ));
// i += 2;
// }
//
// for ( int j = 0; j < jobHandles2.Length; j++ )
// {
// jobHandles2[j].Complete();
// }
// //ecb.Playback( state.EntityManager );
}
}
[BurstCompile]
public partial struct UpdateAnimatorJob : IJobEntity
{
public float DeltaTime;
public int StartIndex;
public EntityCommandBuffer.ParallelWriter Ecb;
[BurstCompile]
public void Execute(
ref AnimatorComponent animator,
ref AnimatorBlendStateComponent animatorBlendState,
in DynamicBuffer < SkinnedMeshEntity > buffer )
{
if ( animator.Enabled )
{
animatorAspect.UpdateAnimator( deltaTime, ecb.AsParallelWriter(), ref i );
// Get the animation lib data.
ref VA_AnimationLibraryData animationsRef = ref animator.AnimationLibrary.Value;
//if ( animator.AnimationName != vaAnimatorStateComponent.CurrentAnimationName )
//{
// // Set the animation index on the AnimatorComponent to play this animation.
// animator.AnimationIndexNext = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, vaAnimatorStateComponent.CurrentAnimationName);
// animator.AnimationName = vaAnimatorStateComponent.CurrentAnimationName;
//}
// 'Play' the actual animation.
animator.AnimationTime += DeltaTime * animationsRef.animations[animator.AnimationIndex].frameTime;
if ( animator.AnimationTime > animationsRef.animations[animator.AnimationIndex].duration )
{
// Set time. Using the difference to smoothen out animations when looping.
animator.AnimationTime -= animationsRef.animations[animator.AnimationIndex].duration;
//animator.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 );
}
// Lerp animations.
// Set animation for lerp.
int animationIndexNext = animator.AnimationIndexNext;
if ( animationIndexNext < 0 )
{
animationIndexNext = animator.AnimationIndex;
//animator.animationIndexNext = animationIndexNext + 1;
}
// Calculate next frame time for lerp.
float animationTimeNext = animator.AnimationTime +
( 1.0f / animationsRef.animations[animationIndexNext].maxFrames );
if ( animationTimeNext > animationsRef.animations[animationIndexNext].duration )
{
// Set time. Using the difference to smooth out animations when looping.
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++ )
{
FirstAnimationDataComponent vaAnimationDataComponent = new FirstAnimationDataComponent();
vaAnimationDataComponent.Value = new float4
{
x = animator.AnimationTime,
y = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animator.AnimationIndex ),
z = animationTimeNext,
w = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animationIndexNext )
};
SystemAPI.SetComponent < FirstAnimationDataComponent >( buffer[i].Value, vaAnimationDataComponent );
if ( animatorBlendState.BlendingEnabled )
{
SecondAnimationDataComponent vaAnimationDataComponent2 = new SecondAnimationDataComponent();
vaAnimationDataComponent2.Value = new float4
{
x = animatorBlendState.AnimationTime,
y = VA_AnimationLibraryUtils.GetAnimationMapIndex(
ref animationsRef,
animatorBlendState.AnimationIndex ),
z = animationTimeNextBlend,
w = VA_AnimationLibraryUtils.GetAnimationMapIndex(
ref animationsRef,
animationIndexNextBlend )
};
SystemAPI.SetComponent < SecondAnimationDataComponent >(
buffer[i].Value,
vaAnimationDataComponent2 );
}
}
if ( animator.AnimationIndexNext >= 0 )
{
animator.AnimationIndex = animationIndexNext;
animator.AnimationIndexNext = -1;
}
}
ecb.Playback( state.EntityManager );
}
}