qt opengl assimp 加载骨骼动画完整代码

时间: 2023-07-09 11:03:19 浏览: 282
以下是一个简单的 Qt OpenGL Assimp 加载骨骼动画的代码示例: ```cpp #include <QOpenGLWidget> #include <QOpenGLFunctions> #include <assimp/Importer.hpp> #include <assimp/scene.h> #include <assimp/postprocess.h> class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions { public: GLWidget(QWidget *parent = nullptr) : QOpenGLWidget(parent) {} ~GLWidget() {} protected: void initializeGL() override { initializeOpenGLFunctions(); // Load the model with Assimp Assimp::Importer importer; const aiScene *scene = importer.ReadFile("model.dae", aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_LimitBoneWeights); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { qDebug() << "Failed to load model:" << importer.GetErrorString(); return; } // Find the first mesh in the scene with bones const aiMesh *mesh = nullptr; for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { const aiMesh *m = scene->mMeshes[i]; if (m->HasBones()) { mesh = m; break; } } if (!mesh) { qDebug() << "Model has no meshes with bones."; return; } // Create the VBO with the vertex data glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(Vertex), mesh->mVertices, GL_STATIC_DRAW); // Create the EBO with the indices glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->mNumFaces * sizeof(Face), mesh->mFaces, GL_STATIC_DRAW); // Create the VAO and configure the vertex attributes glGenVertexArrays(1, &vao); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); // Load the bone data into the VBO std::vector<BoneData> boneData(mesh->mNumVertices); for (unsigned int i = 0; i < mesh->mNumBones; ++i) { const aiBone *bone = mesh->mBones[i]; int boneIndex = 0; std::string boneName(bone->mName.C_Str()); if (boneMap.find(boneName) == boneMap.end()) { // Create a new bone if it doesn't exist yet boneIndex = numBones++; boneMap[boneName] = boneIndex; BoneInfo info; boneInfo.push_back(info); } else { boneIndex = boneMap[boneName]; } for (unsigned int j = 0; j < bone->mNumWeights; ++j) { unsigned int vertexIndex = bone->mWeights[j].mVertexId; float weight = bone->mWeights[j].mWeight; for (unsigned int k = 0; k < 4; ++k) { if (boneData[vertexIndex].weights[k] == 0.0) { boneData[vertexIndex].indices[k] = boneIndex; boneData[vertexIndex].weights[k] = weight; break; } } } } glBufferSubData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(Vertex), mesh->mNumVertices * sizeof(BoneData), boneData.data()); glVertexAttribIPointer(1, 4, GL_INT, sizeof(BoneData), (void*)(mesh->mNumVertices * sizeof(Vertex))); glEnableVertexAttribArray(1); // Load the bone hierarchy data readNodeHierarchy(scene->mRootNode, QMatrix4x4()); // Load the texture image with Qt QImage image("texture.png"); if (image.isNull()) { qDebug() << "Failed to load texture image."; return; } texture = new QOpenGLTexture(image.mirrored()); texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear); texture->setMagnificationFilter(QOpenGLTexture::Linear); // Enable depth testing and face culling glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); // Use a fixed camera position modelMatrix.setToIdentity(); viewMatrix.setToIdentity(); viewMatrix.translate(0.0, 0.0, -5.0); projectionMatrix.setToIdentity(); projectionMatrix.perspective(45.0f, (float)width() / (float)height(), 0.1f, 100.0f); } void paintGL() override { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0.0, 0.0, 0.0, 1.0); // Set the shader program and uniforms shaderProgram.bind(); shaderProgram.setUniformValue("modelMatrix", modelMatrix); shaderProgram.setUniformValue("viewMatrix", viewMatrix); shaderProgram.setUniformValue("projectionMatrix", projectionMatrix); shaderProgram.setUniformValue("texture", 0); // Render the mesh renderNode(scene->mRootNode); shaderProgram.release(); } private: struct Vertex { QVector3D position; QVector2D texCoord; }; struct Face { unsigned int indices[3]; }; struct BoneData { int indices[4]; float weights[4]; }; struct BoneInfo { QMatrix4x4 offset; QMatrix4x4 finalTransform; }; void readNodeHierarchy(const aiNode *node, const QMatrix4x4 &parentTransform) { QMatrix4x4 nodeTransform; memcpy(nodeTransform.data(), &node->mTransformation.a1, 16 * sizeof(float)); QMatrix4x4 globalTransform = parentTransform * nodeTransform; if (boneMap.find(node->mName.C_Str()) != boneMap.end()) { int boneIndex = boneMap[node->mName.C_Str()]; boneInfo[boneIndex].offset = globalTransform * boneInfo[boneIndex].offset; } for (unsigned int i = 0; i < node->mNumChildren; ++i) { readNodeHierarchy(node->mChildren[i], globalTransform); } } void renderNode(const aiNode *node) { QMatrix4x4 nodeTransform; memcpy(nodeTransform.data(), &node->mTransformation.a1, 16 * sizeof(float)); QMatrix4x4 globalTransform = modelMatrix * nodeTransform; for (unsigned int i = 0; i < node->mNumMeshes; ++i) { const aiMesh *mesh = scene->mMeshes[node->mMeshes[i]]; if (mesh->HasBones()) { shaderProgram.setUniformValueArray("boneTransforms", boneInfo[0].finalTransform.constData(), numBones); } texture->bind(); glDrawElements(GL_TRIANGLES, mesh->mNumFaces * 3, GL_UNSIGNED_INT, nullptr); } for (unsigned int i = 0; i < node->mNumChildren; ++i) { renderNode(node->mChildren[i]); } } QOpenGLShaderProgram shaderProgram; unsigned int vao, vbo, ebo; int numBones = 0; std::map<std::string, int> boneMap; std::vector<BoneInfo> boneInfo; QOpenGLTexture *texture = nullptr; QMatrix4x4 modelMatrix, viewMatrix, projectionMatrix; const aiScene *scene = nullptr; }; ``` 注意:该代码示例仅用于说明如何加载骨骼动画,实际使用中还需要添加相应的着色器程序和一些错误处理。
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