void CFVec4::SetXY( CFVec2Arg fv2Source ) { const XMVECTOR& v2V = *reinterpret_cast<const XMVECTOR*>( &fv2Source ); XMVECTOR& v4V = *reinterpret_cast<XMVECTOR*>(this); v4V = XMVectorSetX( v4V, XMVectorGetX( v2V ) ); v4V = XMVectorSetY( v4V, XMVectorGetY( v2V ) ); }
void CFVec4::SetXYZ( CFVec3Arg fv3Source ) { const XMVECTOR& v3V = *reinterpret_cast<const XMVECTOR*>( &fv3Source ); XMVECTOR& v4V = *reinterpret_cast<XMVECTOR*>(this); v4V = XMVectorSetX( v4V, XMVectorGetX( v3V ) ); v4V = XMVectorSetY( v4V, XMVectorGetY( v3V ) ); v4V = XMVectorSetZ( v4V, XMVectorGetZ( v3V ) ); }
//------------------------------------------- // とりあえずIK void BoneModel::VMDIkAnimation() { //XMStoreFloat4() //XMLoadFloat4() if (mBone.empty())return; if (mMotion.empty())return; DWORD mBoneNum = mBone.size(); DWORD mIkNum = mIk.size(); // IK計算 for (DWORD i = 0; i < mIkNum; i++){ //{ // int i = 0; Ik& ik = mIk[i]; UINT tg_idx = ik.target_bone_index; UINT ik_idx = ik.bone_index; for (UINT ite = 0; ite<ik.iterations; ++ite){ for (UINT chn = 0; chn<ik.chain_length; ++chn){ UINT link_idx = ik.child_bone_index[chn];// if (link_idx >= mBoneNum)continue; Bone& link_bone = mBone[link_idx]; //UINT link_pidx = link_bone.mIkBoneIdx; UINT link_pidx = link_bone.mHierarchy.mIdxParent; //if (link_bone.mIkBoneIdx != 0){ // continue; //} if (link_pidx >= mBoneNum)continue; Bone& link_parent = mBone[link_pidx]; Bone& tg_bone = mBone[tg_idx]; (void)tg_bone; Bone& ik_bone = mBone[ik_idx]; (void)ik_bone; XMVECTOR target_wpos = mBone[tg_idx].mMtxPose.r[3]; XMVECTOR ik_wpos = mBone[ik_idx].mMtxPose.r[3]; XMVECTOR lp_wpos = link_parent.mMtxPose.r[3]; //Linkボーンのローカル空間に変換 XMVECTOR Determinant; XMMATRIX inv_mtx = XMMatrixInverse(&Determinant, link_bone.mMtxPose); XMVECTOR tg_pos = XMVector4Transform(target_wpos, inv_mtx); XMVECTOR ik_pos = XMVector4Transform(ik_wpos, inv_mtx); XMVECTOR lp_pos = XMVector4Transform(lp_wpos, inv_mtx); // 回転軸と角度 XMVECTOR rot_axis = XMVectorSet(1, 0, 0, 0); float ang = 0.0f; bool same_dir = false; if (!RotDir(tg_pos, ik_pos, ik.control_weight, &rot_axis, &ang)){ same_dir = true; } if (!same_dir){ //tg_dirをik_dirに一致させるための回転 XMVECTOR rot = XMQuaternionRotationAxis(rot_axis, ang); XMVECTOR lrot = FloatToVector(link_bone.mRot); XMVECTOR bone_rot_before = lrot; link_bone.mRot = VectorToFloat(XMQuaternionMultiply(rot, lrot)); float dist_tg = XMVectorGetX(XMVector3Length(tg_pos)); float dist_ik = XMVectorGetX(XMVector3Length(ik_pos)); (void)dist_ik; float dist_lp = XMVectorGetX(XMVector3Length(lp_pos)); (void)dist_lp; float dist_pltg = XMVectorGetX(XMVector3Length(lp_pos - tg_pos)); float dist_plik = XMVectorGetX(XMVector3Length(lp_pos - ik_pos)); float dot_tgik = XMVectorGetX(XMVector3Dot(XMVector3Normalize(tg_pos), XMVector3Normalize(ik_pos))); (void)dot_tgik; // 回転制限 if (/*link.bLimit*/ 1){ XMVECTOR rotmax, rotmin; //114.5916 = 2 float a = 2;// XM_PI / 180.0f * 57.25f; rotmax = XMVectorSet(a, a, a, 0);//link.vMax; rotmin = XMVectorSet(-a, -a, -a, 0);//link.vMin; //名前に"ひざ"があったら回転制限 if (std::string::npos != link_bone.mStrName.find("ひざ")){ rotmax = XMVectorSet(-XM_PI / 180.0f*0.5f, 0, 0, 0); rotmin = XMVectorSet(-XM_PI, 0, 0, 0); } struct IkLink{ XMFLOAT4 mMax; XMFLOAT4 mMin; }; IkLink link = { VectorToFloat(rotmax), VectorToFloat(rotmin) }; //Bone& link = link_bone; link_bone.mRot = VectorToFloat(LimitAngle(FloatToVector(link_bone.mRot), rotmin, rotmax)); XMVECTOR angxyz = GetAngle(rot); //膝を曲げるための仮処理 かなりてきとう if (XMVectorGetX(angxyz) >= 0 && //0.9f < dot_tgik && //dist_tg > dist_ik && dist_pltg > dist_plik && link.mMax.x < 0 && link.mMax.y == link.mMin.y && link.mMax.z == link.mMin.z){ //親リンクの回転接平面(できるだけこの平面に近づけたほうがよりIK目標に近づける) XMVECTOR lp_nor = XMVector3Normalize(-lp_pos);//平面の法線 //lp_norとの内積が0になる位置を目標にする //2つあるので回転制限後の|内積|が小さいほう XMVECTOR tng = XMVector3Cross(XMVectorSet(1, 0, 0, 0), lp_nor); //+tngと-tngの2つ XMVECTOR rot_axis0, rot_axis1; float ang0 = 0, ang1 = 0; // 回転軸をXに限定 rot_axis1 = rot_axis0 = XMVectorSet(1, 0, 0, 0); XMVECTOR tdir = XMVector3Normalize(XMVectorSetX(tg_pos, 0)); tng = XMVector3Normalize(XMVectorSetX(tng, 0)); RotDir(tdir, tng, ik.control_weight, &rot_axis0, &ang0); RotDir(tdir, -tng, ik.control_weight, &rot_axis1, &ang1); if (XMVectorGetX(rot_axis0) < 0.0f)ang0 = -ang0; if (XMVectorGetX(rot_axis1) < 0.0f)ang1 = -ang1; //これは絶対違う ぴくぴく対策 float coef = (dist_pltg - dist_plik) / dist_tg; if (coef > 1)coef = 1; ang0 *= coef; ang1 *= coef; //ang0,1は現在の位置からの相対角度 // 回転制限を考慮した相対角度に float angx_b = XMVectorGetX(GetAngle(bone_rot_before)); float angx_a0 = angx_b + ang0; float angx_a1 = angx_b + ang1; if (angx_a0 < link.mMin.x) angx_a0 = link.mMin.x; if (angx_a0 > link.mMax.x) angx_a0 = link.mMax.x; if (angx_a1 < link.mMin.x) angx_a1 = link.mMin.x; if (angx_a1 > link.mMax.x) angx_a1 = link.mMax.x; ang0 = angx_a0 - angx_b; ang1 = angx_a1 - angx_b; XMVECTOR rot0 = XMQuaternionRotationRollPitchYaw(ang0, 0, 0); XMVECTOR rot1 = XMQuaternionRotationRollPitchYaw(ang1, 0, 0); XMVECTOR tdir0 = XMVector3TransformCoord(tdir, XMMatrixRotationQuaternion(rot0)); XMVECTOR tdir1 = XMVector3TransformCoord(tdir, XMMatrixRotationQuaternion(rot1)); float d0 = XMVectorGetX(XMVectorAbs(XMVector3Dot(tdir0, lp_nor))); float d1 = XMVectorGetX(XMVectorAbs(XMVector3Dot(tdir1, lp_nor))); if (d0 < d1){ link_bone.mRot = VectorToFloat(XMQuaternionMultiply(rot0, bone_rot_before)); } else{ link_bone.mRot = VectorToFloat(XMQuaternionMultiply(rot1, bone_rot_before)); } } } } //ワールド行列更新 link_bone.mMtxPose = SQTMatrix(FloatToVector(link_bone.mScale), FloatToVector(link_bone.mRot), FloatToVector(link_bone.mPos)); if (link_bone.mHierarchy.mIdxParent < mBoneNum){ link_bone.mMtxPose = XMMatrixMultiply(link_bone.mMtxPose, mBone[link_bone.mHierarchy.mIdxParent].mMtxPose); } // 子階層のリンク再計算 for (int lidown = chn - 1; lidown >= 0; --lidown){ UINT idx = ik.child_bone_index[lidown]; if (idx >= mBoneNum)continue; Bone& linkb = mBone[idx]; linkb.mMtxPose = SQTMatrix(FloatToVector(linkb.mScale), FloatToVector(linkb.mRot), FloatToVector(linkb.mPos)); if (linkb.mHierarchy.mIdxParent < mBoneNum){ linkb.mMtxPose = XMMatrixMultiply(linkb.mMtxPose, mBone[linkb.mHierarchy.mIdxParent].mMtxPose); } } mBone[tg_idx].mMtxPose = SQTMatrix(FloatToVector(mBone[tg_idx].mScale), FloatToVector(mBone[tg_idx].mRot), FloatToVector(mBone[tg_idx].mPos)); if (mBone[tg_idx].mHierarchy.mIdxParent < mBoneNum){ mBone[tg_idx].mMtxPose = XMMatrixMultiply(mBone[tg_idx].mMtxPose, mBone[mBone[tg_idx].mHierarchy.mIdxParent].mMtxPose); } } } //Bone& b = mBone[tg_idx]; //Bone& b2 = mBone[mBone[tg_idx].mHierarchy.mIdxParent]; //Bone& b3 = mBone[b2.mHierarchy.mIdxParent]; //int sa = 1; //IKの計算結果を子階層に反映 //UpdatePose(); } UpdatePose(); }
void CFVec4::X( FLOAT32 fVal ) { XMVECTOR& V4 = *reinterpret_cast<XMVECTOR*>(this); V4 = XMVectorSetX( V4, fVal ); }
void CFVec4::XAdd( FLOAT32 fVal ) { XMVECTOR& v4V = *reinterpret_cast<XMVECTOR*>(this); v4V = XMVectorSetX( v4V, XMVectorGetX( v4V ) + fVal ); }
void Frustum::CreateFrustum(float screenDepth, XMMATRIX viewMatrix, XMMATRIX projMatrix) { float zMinimum, r; XMFLOAT4X4 projMatrixFloat; XMFLOAT4X4 frustumMatrix; XMStoreFloat4x4(&projMatrixFloat, projMatrix); // Calculate the minimum Z distance in the frustum. zMinimum = -projMatrixFloat._43 / projMatrixFloat._33; r = screenDepth / (screenDepth - zMinimum); projMatrixFloat._33 = r; projMatrixFloat._43 = -r * zMinimum; XMMATRIX updatedProjMatrix = XMLoadFloat4x4(&projMatrixFloat); //Create the frustum from the viewMatrix and updated projectionMatrix XMStoreFloat4x4(&frustumMatrix, XMMatrixMultiply(viewMatrix, updatedProjMatrix)); ; //Calculate near plane of frustum XMVectorSetX(this->planes[0], frustumMatrix._14 + frustumMatrix._13); XMVectorSetY(this->planes[0], frustumMatrix._24 + frustumMatrix._23); XMVectorSetZ(this->planes[0], frustumMatrix._34 + frustumMatrix._33); XMVectorSetW(this->planes[0], frustumMatrix._44 + frustumMatrix._43); this->planes[0] = XMPlaneNormalize(this->planes[0]); //this->planes[0] = XMVector3Normalize(this->planes[0]); //Calculate far plane of frustum XMVectorSetX(this->planes[1], frustumMatrix._14 - frustumMatrix._13); XMVectorSetY(this->planes[1], frustumMatrix._24 - frustumMatrix._23); XMVectorSetZ(this->planes[1], frustumMatrix._34 - frustumMatrix._33); XMVectorSetW(this->planes[1], frustumMatrix._44 - frustumMatrix._43); this->planes[1] = XMPlaneNormalize(this->planes[1]); //this->planes[1] = XMVector3Normalize(this->planes[1]); //Calculate left plane of frustum XMVectorSetX(this->planes[2], frustumMatrix._14 + frustumMatrix._11); XMVectorSetY(this->planes[2], frustumMatrix._24 + frustumMatrix._21); XMVectorSetZ(this->planes[2], frustumMatrix._34 + frustumMatrix._31); XMVectorSetW(this->planes[2], frustumMatrix._44 + frustumMatrix._41); this->planes[2] = XMPlaneNormalize(this->planes[2]); //this->planes[2] = XMVector3Normalize(this->planes[2]); //Calculate right plane of frustum XMVectorSetX(this->planes[3], frustumMatrix._14 - frustumMatrix._11); XMVectorSetY(this->planes[3], frustumMatrix._24 - frustumMatrix._21); XMVectorSetZ(this->planes[3], frustumMatrix._34 - frustumMatrix._31); XMVectorSetW(this->planes[3], frustumMatrix._44 - frustumMatrix._41); this->planes[3] = XMPlaneNormalize(this->planes[3]); //this->planes[3] = XMVector3Normalize(this->planes[3]); //Calculate top plane of frustum XMVectorSetX(this->planes[4], frustumMatrix._14 - frustumMatrix._12); XMVectorSetY(this->planes[4], frustumMatrix._24 - frustumMatrix._22); XMVectorSetZ(this->planes[4], frustumMatrix._34 - frustumMatrix._32); XMVectorSetW(this->planes[4], frustumMatrix._44 - frustumMatrix._42); this->planes[4] = XMPlaneNormalize(this->planes[4]); //this->planes[4] = XMVector3Normalize(this->planes[4]); //Calculate bottom plane of frustum XMVectorSetX(this->planes[5], frustumMatrix._14 + frustumMatrix._12); XMVectorSetY(this->planes[5], frustumMatrix._24 + frustumMatrix._22); XMVectorSetZ(this->planes[5], frustumMatrix._34 + frustumMatrix._32); XMVectorSetW(this->planes[5], frustumMatrix._44 + frustumMatrix._42); this->planes[5] = XMPlaneNormalize(this->planes[5]); //this->planes[5] = XMVector3Normalize(this->planes[5]); /*for (int i = 0; i < 6; i++) { float denom = 1.0f / XMVectorGetX(XMVector3Length(this->planes[i])); XMVectorSetX(this->planes[i], XMVectorGetX(this->planes[i]) * denom); XMVectorSetY(this->planes[i], XMVectorGetY(this->planes[i]) * denom); XMVectorSetZ(this->planes[i], XMVectorGetZ(this->planes[i]) * denom); XMVectorSetW(this->planes[i], XMVectorGetW(this->planes[i]) * denom); }*/ return; }