Qt opengl assimp使用骨骼动画代码
时间: 2023-10-13 10:06:42 浏览: 53
以下是使用Assimp库和Qt中OpenGL实现骨骼动画的代码:
首先,需要在Qt项目中添加Assimp库的头文件和链接库:
```c++
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#pragma comment(lib, "assimp-vc141-mt.lib")
```
接下来,需要定义一个结构体来存储骨骼信息:
```c++
struct BoneInfo
{
aiMatrix4x4 boneOffset;
aiMatrix4x4 finalTransformation;
};
struct VertexBoneData
{
int IDs[4];
float Weights[4];
VertexBoneData()
{
memset(IDs, 0, sizeof(IDs));
memset(Weights, 0, sizeof(Weights));
}
};
```
然后,需要定义一个类来加载模型、骨骼信息和动画数据:
```c++
class Model
{
public:
Model(const std::string& path);
~Model();
void Draw(GLuint shaderProgram);
void BoneTransform(float timeInSeconds, std::vector<aiMatrix4x4>& transforms);
private:
void LoadModel(const std::string& path);
void ProcessNode(aiNode* node, const aiScene* scene);
void ProcessMesh(aiMesh* mesh, const aiScene* scene);
void LoadBones(unsigned int meshIndex, aiMesh* mesh, std::vector<VertexBoneData>& bones);
void LoadAnimations(const aiScene* scene);
void ReadNodeHierarchy(float animationTime, const aiNode* node, const aiMatrix4x4& parentTransform);
const aiNodeAnim* FindNodeAnim(const aiAnimation* animation, const std::string& nodeName);
void CalcInterpolatedScaling(aiVector3D& out, float animationTime, const aiNodeAnim* nodeAnim);
void CalcInterpolatedRotation(aiQuaternion& out, float animationTime, const aiNodeAnim* nodeAnim);
void CalcInterpolatedPosition(aiVector3D& out, float animationTime, const aiNodeAnim* nodeAnim);
GLuint m_VAO;
GLuint m_VBO;
GLuint m_EBO;
std::vector<BoneInfo> m_BoneInfo;
std::map<std::string, unsigned int> m_BoneMapping;
unsigned int m_NumBones;
std::vector<VertexBoneData> m_Bones;
std::vector<Texture> m_Textures;
std::vector<Mesh> m_Meshes;
std::string m_Directory;
std::vector<aiMatrix4x4> m_BoneTransforms;
std::vector<Animation> m_Animations;
float m_TimeInSeconds;
float m_TickPerSecond;
};
```
在实现类的成员函数时,需要依次实现加载模型、骨骼信息和动画数据的函数。其中,加载模型的函数主要是使用Assimp库中的函数来读取模型文件,提取网格数据和纹理数据。加载骨骼信息的函数则需要遍历每个网格,提取顶点对应的骨骼编号和权重,以及每个骨骼的变换矩阵。加载动画数据的函数需要遍历每个动画,提取动画名称、时间长度、帧率和关键帧数据。
当加载完模型、骨骼信息和动画数据后,就可以在绘制函数中使用骨骼动画了。具体操作是,在每个动画关键帧的时间点上,计算每个骨骼的变换矩阵,然后将这些矩阵传递给着色器,进行渲染。计算变换矩阵的函数如下:
```c++
void Model::BoneTransform(float timeInSeconds, std::vector<aiMatrix4x4>& transforms)
{
aiMatrix4x4 identityMatrix;
float ticksPerSecond = m_TickPerSecond != 0 ? m_TickPerSecond : 25.0f;
float timeInTicks = timeInSeconds * ticksPerSecond;
float animationTime = fmod(timeInTicks, m_TimeInSeconds);
ReadNodeHierarchy(animationTime, m_Scene->mRootNode, identityMatrix);
transforms.resize(m_NumBones);
for (unsigned int i = 0; i < m_NumBones; i++)
{
transforms[i] = m_BoneInfo[i].finalTransformation;
}
}
```
在计算变换矩阵时,需要遍历骨骼节点树,找到每个节点对应的关键帧数据,然后进行插值计算。具体实现过程可以参考以下代码:
```c++
void Model::ReadNodeHierarchy(float animationTime, const aiNode* node, const aiMatrix4x4& parentTransform)
{
std::string nodeName(node->mName.data);
const aiAnimation* animation = m_Animations[0].m_Animation;
aiMatrix4x4 nodeTransform = node->mTransformation;
const aiNodeAnim* nodeAnim = FindNodeAnim(animation, nodeName);
if (nodeAnim)
{
aiVector3D scaling;
CalcInterpolatedScaling(scaling, animationTime, nodeAnim);
aiMatrix4x4 scalingMatrix;
aiMatrix4x4::Scaling(scaling, scalingMatrix);
aiQuaternion rotation;
CalcInterpolatedRotation(rotation, animationTime, nodeAnim);
aiMatrix4x4 rotationMatrix = aiMatrix4x4(rotation.GetMatrix());
aiVector3D position;
CalcInterpolatedPosition(position, animationTime, nodeAnim);
aiMatrix4x4 translationMatrix;
aiMatrix4x4::Translation(position, translationMatrix);
nodeTransform = translationMatrix * rotationMatrix * scalingMatrix;
}
aiMatrix4x4 globalTransform = parentTransform * nodeTransform;
if (m_BoneMapping.find(nodeName) != m_BoneMapping.end())
{
unsigned int boneIndex = m_BoneMapping[nodeName];
m_BoneTransforms[boneIndex] = globalTransform * m_BoneInfo[boneIndex].boneOffset;
}
for (unsigned int i = 0; i < node->mNumChildren; i++)
{
ReadNodeHierarchy(animationTime, node->mChildren[i], globalTransform);
}
}
```
最后,在着色器中使用骨骼信息来进行顶点变换,实现骨骼动画的效果。具体操作是,在顶点着色器中传递每个顶点对应的骨骼编号和权重,然后根据骨骼变换矩阵来计算顶点的最终位置。示例代码如下:
```glsl
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in ivec4 aBoneIDs;
layout (location = 4) in vec4 aWeights;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 boneTransforms[100];
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
void main()
{
mat4 boneTransform = boneTransforms[aBoneIDs[0]] * aWeights[0];
boneTransform += boneTransforms[aBoneIDs[1]] * aWeights[1];
boneTransform += boneTransforms[aBoneIDs[2]] * aWeights[2];
boneTransform += boneTransforms[aBoneIDs[3]] * aWeights[3];
vec4 pos = boneTransform * vec4(aPos, 1.0);
gl_Position = projection * view * model * pos;
FragPos = vec3(model * pos);
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
}
```
以上就是使用Assimp库和Qt中OpenGL实现骨骼动画的代码。需要注意的是,在实际开发中,还需要考虑一些特殊情况,比如模型中没有骨骼信息或者动画数据,或者骨骼数量超过了硬件限制等问题。