New evaluation scheme.

- Animation Data are always referenced via a pointer in nodes.
- Animation Data storage pointers are injected from graph when node is evaluated.
- Node value outputs always stored in node.
- Node value inputs always referenced via pointer. References are created when instantiating the graph.
This commit is contained in:
Martin Felis
2022-04-01 13:19:54 +02:00
parent abddbea62b
commit 08ae84fcb4
8 changed files with 559 additions and 431 deletions
+56 -10
View File
@@ -8,6 +8,34 @@
#include "AnimGraphData.h"
#include "AnimGraphNodes.h"
struct AnimDataWorkBuffer {
std::vector<AnimData> m_eval_anim_data;
std::vector<AnimData*> m_available_data;
AnimDataWorkBuffer(size_t stack_size) {
m_eval_anim_data.resize(stack_size);
m_available_data.resize(stack_size);
for (size_t i = 0; i < stack_size; i++) {
m_available_data[i] = &m_eval_anim_data[i];
}
}
void push(AnimData* anim_data) {
assert (m_available_data.size() < m_eval_anim_data.size());
m_available_data.push_back(anim_data);
}
void pop() {
assert (m_available_data.size() > 0);
m_available_data.pop_back();
}
AnimData* peek() {
return m_available_data.back();
}
};
//
// AnimGraph (Runtime)
//
@@ -16,7 +44,8 @@ struct AnimGraph {
std::vector<AnimNode*> m_nodes;
std::vector<AnimNode*> m_eval_ordered_nodes;
std::vector<std::vector<NodeInput> > m_node_inputs;
std::vector<std::vector<AnimGraphConnection> > m_node_input_connections;
std::vector<std::vector<AnimGraphConnection> > m_node_output_connections;
NodeSocketAccessorBase* m_socket_accessor;
char* m_input_buffer = nullptr;
char* m_output_buffer = nullptr;
@@ -24,6 +53,8 @@ struct AnimGraph {
std::vector<Socket>& getGraphOutputs() { return m_socket_accessor->m_inputs; }
std::vector<Socket>& getGraphInputs() { return m_socket_accessor->m_outputs; }
AnimDataWorkBuffer m_anim_data_work_buffer = AnimDataWorkBuffer(5);
~AnimGraph() {
delete[] m_input_buffer;
delete[] m_output_buffer;
@@ -36,10 +67,16 @@ struct AnimGraph {
}
void updateOrderedNodes();
void updateOrderedNodesRecursive(int node_index);
void markActiveNodes();
bool checkIsNodeActive(AnimNode* node) {
return node->m_state != AnimNodeEvalState::Deactivated;
}
void prepareNodeEval(size_t node_index);
void finishNodeEval(size_t node_index);
void evalSyncTracks();
void updateTime(float dt);
void evaluate();
@@ -51,8 +88,8 @@ struct AnimGraph {
}
}
void* getOutput(const std::string& name) const;
void* getInput(const std::string& name) const;
Socket* getInputSocket(const std::string& name);
Socket* getOutputSocket(const std::string& name);
int getNodeEvalOrderIndex(const AnimNode* node) {
for (size_t i = 0, n = m_eval_ordered_nodes.size(); i < n; i++) {
@@ -63,16 +100,15 @@ struct AnimGraph {
return -1;
}
AnimNode* getAnimNodeForInput(
const AnimNode* getAnimNodeForInput (
size_t node_index,
const std::string& input_name) {
const std::string& input_name) const {
assert(node_index < m_nodes.size());
assert(node_index < m_node_inputs.size());
std::vector<NodeInput>& node_inputs = m_node_inputs[node_index];
for (size_t i = 0, n = node_inputs.size(); i < n; i++) {
if (node_inputs[i].m_input_name == input_name) {
return node_inputs[i].m_node;
const std::vector<AnimGraphConnection>& input_connection = m_node_input_connections[node_index];
for (size_t i = 0, n = input_connection.size(); i < n; i++) {
if (input_connection[i].m_target_socket.m_name == input_name) {
return input_connection[i].m_source_node;
}
}
@@ -88,6 +124,16 @@ struct AnimGraph {
return nullptr;
}
size_t getAnimNodeIndex (AnimNode* node) {
for (size_t i = 0; i < m_nodes.size(); i++) {
if (m_nodes[i] == node) {
return i;
}
}
return -1;
}
};
#endif //ANIMTESTBED_ANIMGRAPH_H