Example #1
0
//-------------------------------------------
// 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();
}
Example #2
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;
    
    SetConfigFlags(FLAG_MSAA_4X_HINT);
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
    
    // Camera initialization
    Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
    
    // Model initialization
    Vector3 position = { 0.0f, 0.0f, 0.0f };
    Model model = LoadModel("resources/model/dwarf.obj");
    Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
    SetModelShader(&model, shader);
    
    // Shader locations initialization
    int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
    int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
    int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
    int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
    int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
    
    int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
    int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
    int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
    
    // Camera and light vectors shader locations
    int cameraLoc = GetShaderLocation(shader, "cameraPos");
    int lightLoc = GetShaderLocation(shader, "lightPos");
    
    // Model and View matrix locations (required for lighting)
    int modelLoc = GetShaderLocation(shader, "modelMatrix");
    //int viewLoc = GetShaderLocation(shader, "viewMatrix");        // Not used
    
    // Light and material definitions
    Light light;
    Material matBlinn;
    
    // Light initialization
    light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
    light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
    light.intensity = 1.0f;
    light.diffuse = WHITE;
    light.ambient = (Color){ 150, 75, 0, 255 };
    light.specular = WHITE;
    light.specIntensity = 1.0f;
    
    // Material initialization
    matBlinn.colDiffuse = WHITE;
    matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
    matBlinn.colSpecular = WHITE;
    matBlinn.glossiness = 50.0f;
    
    // Setup camera
    SetCameraMode(CAMERA_FREE);             // Set camera mode
    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
    
    SetTargetFPS(60);
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera);      // Update camera position
        
        // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
        SetShaderValueMatrix(shader, modelLoc, model.transform);            // Send model matrix to shader
        //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera));   // Not used
        
        // Glossiness input control
        if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
        else if(IsKeyDown(KEY_DOWN))
        {
            matBlinn.glossiness -= SHININESS_SPEED;
            if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
        }
        
        // Light X movement
        if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
        else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
        
        // Light Y movement
        if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
        else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;

        // Light Z movement
        if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
        else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
        
        // Send light values to shader
        SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
        SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
        SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
        SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
        SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
        
        // Send material values to shader
        SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
        SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
        SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
        
        // Send camera and light transform values to shader
        SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
        SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
        //----------------------------------------------------------------------------------
        
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();
        
            ClearBackground(RAYWHITE);
            
            Begin3dMode(camera);
                
                DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
                DrawSphere(light.position, 0.5f, GOLD);
                
                DrawGrid(20, 1.0f);
                
            End3dMode();
            
            DrawFPS(10, 10);                // Draw FPS
            
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadShader(shader);
    UnloadModel(model);

    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
    
    return 0;
}