私のゲーム プロジェクトでは MD5 モデル ファイルを使用していますが、何か間違っていると感じています...
すべてのフレームで、ほぼ 30 ~ 40 のアニメートされたメッシュを更新します (各ジョイントとそれぞれの頂点を更新します) が、このように実行すると、常に CPU 速度の 25% を使用し、FPS は常に 70 ~ 80 のままです (200 ~ が必要な場合)。 300)。
インスタンス化を使用する必要があるかもしれないことはわかっていますが、アニメートされたメッシュでこれを行う方法がわかりません。そして、私が知る限り、これを使用したとしても、これは同じメッシュでのみ機能しますが、シーンには約 30 の異なるメッシュが必要です (これらはインスタンス化を使用して繰り返されます)。
私がすべてのフレームで行うことは、アニメーション化されたすべてのメッシュの新しいスケルトンを作成し、すべてのジョイントを新しい位置に配置し (ジョイントの更新が必要な場合)、更新する必要があるすべての頂点を更新することです。
ビデオ カードは問題ありません。更新コードは次のとおりです。
bool AnimationModelClass::UpdateMD5Model(float deltaTime, int animation)
{
MD5Model.m_animations[animation].currAnimTime += deltaTime; // Update the current animation time
if(MD5Model.m_animations[animation].currAnimTime > MD5Model.m_animations[animation].totalAnimTime)
MD5Model.m_animations[animation].currAnimTime = 0.0f;
// Which frame are we on
float currentFrame = MD5Model.m_animations[animation].currAnimTime * MD5Model.m_animations[animation].frameRate;
int frame0 = floorf( currentFrame );
int frame1 = frame0 + 1;
// Make sure we don't go over the number of frames
if(frame0 == MD5Model.m_animations[animation].numFrames-1)
frame1 = 0;
float interpolation = currentFrame - frame0; // Get the remainder (in time) between frame0 and frame1 to use as interpolation factor
std::vector<Joint> interpolatedSkeleton; // Create a frame skeleton to store the interpolated skeletons in
// Compute the interpolated skeleton
for( int i = 0; i < MD5Model.m_animations[animation].numJoints; i++)
{
Joint tempJoint;
Joint joint0 = MD5Model.m_animations[animation].frameSkeleton[frame0][i]; // Get the i'th joint of frame0's skeleton
Joint joint1 = MD5Model.m_animations[animation].frameSkeleton[frame1][i]; // Get the i'th joint of frame1's skeleton
tempJoint.parentID = joint0.parentID; // Set the tempJoints parent id
// Turn the two quaternions into XMVECTORs for easy computations
D3DXQUATERNION joint0Orient = D3DXQUATERNION(joint0.orientation.x, joint0.orientation.y, joint0.orientation.z, joint0.orientation.w);
D3DXQUATERNION joint1Orient = D3DXQUATERNION(joint1.orientation.x, joint1.orientation.y, joint1.orientation.z, joint1.orientation.w);
// Interpolate positions
tempJoint.pos.x = joint0.pos.x + (interpolation * (joint1.pos.x - joint0.pos.x));
tempJoint.pos.y = joint0.pos.y + (interpolation * (joint1.pos.y - joint0.pos.y));
tempJoint.pos.z = joint0.pos.z + (interpolation * (joint1.pos.z - joint0.pos.z));
// Interpolate orientations using spherical interpolation (Slerp)
D3DXQUATERNION qtemp;
D3DXQuaternionSlerp(&qtemp, &joint0Orient, &joint1Orient, interpolation);
tempJoint.orientation.x = qtemp.x;
tempJoint.orientation.y = qtemp.y;
tempJoint.orientation.z = qtemp.z;
tempJoint.orientation.w = qtemp.w;
// Push the joint back into our interpolated skeleton
interpolatedSkeleton.push_back(tempJoint);
}
for ( int k = 0; k < MD5Model.numSubsets; k++)
{
for ( int i = 0; i < MD5Model.m_subsets[k].numVertices; ++i )
{
Vertex tempVert = MD5Model.m_subsets[k].m_vertices[i];
// Make sure the vertex's pos is cleared first
tempVert.x = 0;
tempVert.y = 0;
tempVert.z = 0;
// Clear vertices normal
tempVert.nx = 0;
tempVert.ny = 0;
tempVert.nz = 0;
// Sum up the joints and weights information to get vertex's position and normal
for ( int j = 0; j < tempVert.WeightCount; ++j )
{
Weight tempWeight = MD5Model.m_subsets[k].m_weights[tempVert.StartWeight + j];
Joint tempJoint = interpolatedSkeleton[tempWeight.jointID];
// Convert joint orientation and weight pos to vectors for easier computation
D3DXQUATERNION tempJointOrientation = D3DXQUATERNION(tempJoint.orientation.x, tempJoint.orientation.y, tempJoint.orientation.z, tempJoint.orientation.w);
D3DXQUATERNION tempWeightPos = D3DXQUATERNION(tempWeight.pos.x, tempWeight.pos.y, tempWeight.pos.z, 0.0f);
// We will need to use the conjugate of the joint orientation quaternion
D3DXQUATERNION tempJointOrientationConjugate;
D3DXQuaternionInverse(&tempJointOrientationConjugate, &tempJointOrientation);
// Calculate vertex position (in joint space, eg. rotate the point around (0,0,0)) for this weight using the joint orientation quaternion and its conjugate
// We can rotate a point using a quaternion with the equation "rotatedPoint = quaternion * point * quaternionConjugate"
D3DXVECTOR3 rotatedPoint;
D3DXQUATERNION qqtemp;
D3DXQuaternionMultiply(&qqtemp, &tempJointOrientation, &tempWeightPos);
D3DXQuaternionMultiply(&qqtemp, &qqtemp, &tempJointOrientationConjugate);
rotatedPoint.x = qqtemp.x;
rotatedPoint.y = qqtemp.y;
rotatedPoint.z = qqtemp.z;
// Now move the verices position from joint space (0,0,0) to the joints position in world space, taking the weights bias into account
tempVert.x += ( tempJoint.pos.x + rotatedPoint.x ) * tempWeight.bias;
tempVert.y += ( tempJoint.pos.y + rotatedPoint.y ) * tempWeight.bias;
tempVert.z += ( tempJoint.pos.z + rotatedPoint.z ) * tempWeight.bias;
// Compute the normals for this frames skeleton using the weight normals from before
// We can comput the normals the same way we compute the vertices position, only we don't have to translate them (just rotate)
D3DXQUATERNION tempWeightNormal = D3DXQUATERNION(tempWeight.normal.x, tempWeight.normal.y, tempWeight.normal.z, 0.0f);
D3DXQuaternionMultiply(&qqtemp, &tempJointOrientation, &tempWeightNormal);
D3DXQuaternionMultiply(&qqtemp, &qqtemp, &tempJointOrientationConjugate);
// Rotate the normal
rotatedPoint.x = qqtemp.x;
rotatedPoint.y = qqtemp.y;
rotatedPoint.z = qqtemp.z;
// Add to vertices normal and ake weight bias into account
tempVert.nx -= rotatedPoint.x * tempWeight.bias;
tempVert.ny -= rotatedPoint.y * tempWeight.bias;
tempVert.nz -= rotatedPoint.z * tempWeight.bias;
}
// Store the vertices position in the position vector instead of straight into the vertex vector
MD5Model.m_subsets[k].m_positions[i].x = tempVert.x;
MD5Model.m_subsets[k].m_positions[i].y = tempVert.y;
MD5Model.m_subsets[k].m_positions[i].z = tempVert.z;
// Store the vertices normal
MD5Model.m_subsets[k].m_vertices[i].nx = tempVert.nx;
MD5Model.m_subsets[k].m_vertices[i].ny = tempVert.ny;
MD5Model.m_subsets[k].m_vertices[i].nz = tempVert.nz;
// Create the temp D3DXVECTOR3 for normalize
D3DXVECTOR3 dtemp = D3DXVECTOR3(0,0,0);
dtemp.x = MD5Model.m_subsets[k].m_vertices[i].nx;
dtemp.y = MD5Model.m_subsets[k].m_vertices[i].ny;
dtemp.z = MD5Model.m_subsets[k].m_vertices[i].nz;
D3DXVec3Normalize(&dtemp, &dtemp);
MD5Model.m_subsets[k].m_vertices[i].nx = dtemp.x;
MD5Model.m_subsets[k].m_vertices[i].ny = dtemp.y;
MD5Model.m_subsets[k].m_vertices[i].nz = dtemp.z;
// Put the positions into the vertices for this subset
MD5Model.m_subsets[k].m_vertices[i].x = MD5Model.m_subsets[k].m_positions[i].x;
MD5Model.m_subsets[k].m_vertices[i].y = MD5Model.m_subsets[k].m_positions[i].y;
MD5Model.m_subsets[k].m_vertices[i].z = MD5Model.m_subsets[k].m_positions[i].z;
}
// Update the subsets vertex buffer
// First lock the buffer
void* mappedVertBuff;
bool result;
result = MD5Model.m_subsets[k].vertBuff->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedVertBuff);
if(FAILED(result))
{
return false;
}
// Copy the data into the vertex buffer.
memcpy(mappedVertBuff, &MD5Model.m_subsets[k].m_vertices[0], (sizeof(Vertex) * MD5Model.m_subsets[k].numVertices));
MD5Model.m_subsets[k].vertBuff->Unmap();
}
return true;
}
そのコードのいくつかを修正できるかもしれませんが、正しくやっているのだろうか...
他のタイプのアニメーションの方が優れている場合(.x拡張子とは異なる)、これを行うための他のより良い方法があるかどうかも疑問に思います。
私の下手な英語に感謝し、申し訳ありません:D
シェーダーでボーン変換を行うことは良い解決策でしょうか? (このように)