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-rw-r--r--Runtime/Animation/AnimationSetBinding.h74
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diff --git a/Runtime/Animation/AnimationSetBinding.h b/Runtime/Animation/AnimationSetBinding.h
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+#pragma once
+
+#include "AnimationClipBindings.h"
+#include "Runtime/BaseClasses/BaseObject.h"
+
+class RuntimeAnimatorController;
+
+class AnimationClip;
+
+namespace mecanim { namespace animation { struct AnimationSet; struct ControllerConstant; } }
+namespace mecanim { namespace memory { class Allocator; } }
+typedef std::vector<PPtr<AnimationClip> > AnimationClipVector;
+
+namespace UnityEngine
+{
+namespace Animation
+{
+
+
+struct TransformBinding
+{
+ BindingHash path;
+ int bindType;
+};
+
+struct AnimationSetBindings
+{
+ size_t genericBindingsSize;
+ GenericBinding* genericBindings;
+
+ size_t genericPPtrBindingsSize;
+ GenericBinding* genericPPtrBindings;
+
+ size_t transformBindingsNonConstantSize;
+ size_t transformBindingsSize;
+ TransformBinding* transformBindings;
+
+
+ // See ConstantCurveOptimization below:
+ size_t constantCurveValueCount;
+ float* constantCurveValues;
+
+ mecanim::animation::AnimationSet* animationSet;
+};
+
+AnimationSetBindings* CreateAnimationSetBindings (mecanim::animation::ControllerConstant const* controller, AnimationClipVector const& clips, mecanim::memory::Allocator& allocator);
+void DestroyAnimationSetBindings (AnimationSetBindings* bindings, mecanim::memory::Allocator& allocator);
+size_t GetCurveCountForBindingType (UInt32 targetType);
+
+
+/*
+ *** Constant Curve optimization overview ***
+
+We found that animationclips for generic characters in most cases contain a lot of scale curves and often also translation curves which are completely constant.
+This has a massive negative impact on performance. StreamedClip sampling is negatively affected because all the coefficients need to be evaluated.
+But more importantly the ValueArray used for blending becomes very big. Especially since blending scale curves is pretty expensive (log scale blend)
+
+It would have been easy to simply remove the curves that are constant when importing the clips,
+but there is no good automatic default for it because in some cases the user actually makes constant curves intentionally to get an effect when blending between clips.
+
+So when creating the mecanim clip we classify all curves as constant curves and streamedclip curves. Constant Curves are put at the end.
+
+Constantclip evaluation is trivial, simply a memcpy.
+
+When binding we also detect if all the clips have the same constant values. If they do we put the constant bindings at the end of the ValueArrayConstant.
+On the instance we then need to verify if the constant curves on the clip matches the default values on the instance.
+This is because defaultValues are used for blending. If they are used for blending and different between defaults and clip values, then they must be represented in the ValueArray.
+
+Thus on the instance we have a subset of the value array and on the instance we can simply reduce the value array by cutting of the end of the ValueArray.
+All data is laid out to be able to do this in the AnimationSetBinding.
+
+*/
+}
+}