Qt opengl assimp使用骨骼动画代码
时间: 2023-11-27 19:05:08 浏览: 84
Opengl骨骼动画
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以下是使用Qt、OpenGL和Assimp库实现骨骼动画的代码示例:
1. 首先,需要加载一个带有骨骼动画的模型文件,可以使用Assimp库来完成。Assimp库支持多种3D模型文件格式,包括.obj、.fbx、.dae等。
```c++
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("path/to/model/file", aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenSmoothNormals | aiProcess_JoinIdenticalVertices | aiProcess_LimitBoneWeights | aiProcess_ImproveCacheLocality | aiProcess_RemoveRedundantMaterials | aiProcess_OptimizeMeshes);
```
2. 加载完成模型文件后,需要解析出骨骼数据。可以采用以下方法:
```c++
const aiMesh* mesh = scene->mMeshes[0];
const aiBone* bone = mesh->mBones[0];
```
3. 接下来,需要将骨骼数据传递给着色器进行渲染。在着色器中,需要根据骨骼数据计算出每个顶点的最终位置和法向量。可以采用以下方法:
```c++
// 定义顶点结构体
struct Vertex {
QVector3D position;
QVector3D normal;
QVector2D texCoord;
QVector4D boneIndices;
QVector4D boneWeights;
};
// 在顶点着色器中传递骨骼数据
layout(location = 4) in vec4 boneIndices;
layout(location = 5) in vec4 boneWeights;
// 计算最终位置和法向量
vec4 finalPosition = vec4(0.0);
vec3 finalNormal = vec3(0.0);
for (int i = 0; i < 4; i++) {
int boneIndex = int(boneIndices[i]);
float boneWeight = boneWeights[i];
mat4 boneTransform = boneTransforms[boneIndex];
finalPosition += boneWeight * boneTransform * vec4(position, 1.0);
finalNormal += boneWeight * mat3(boneTransform) * normal;
}
gl_Position = projectionMatrix * viewMatrix * modelMatrix * finalPosition;
outNormal = normalize(normalMatrix * finalNormal);
```
4. 最后,需要在渲染循环中更新骨骼动画的时间,计算出每个骨骼的变换矩阵,并将变换矩阵传递给着色器。
```c++
// 更新骨骼动画时间
float time = glfwGetTime();
float animationTime = fmod(time, animationDuration);
// 计算每个骨骼的变换矩阵
std::vector<glm::mat4> boneTransforms(mesh->mNumBones);
for (int i = 0; i < mesh->mNumBones; i++) {
const aiBone* bone = mesh->mBones[i];
std::string boneName = bone->mName.C_Str();
glm::mat4 boneLocalTransform = glm::make_mat4((float*)&bone->mOffsetMatrix);
glm::mat4 boneAnimationTransform = GetBoneAnimationTransform(scene, animationTime, boneName);
glm::mat4 boneTransform = inverseTransform * boneAnimationTransform * boneLocalTransform;
boneTransforms[i] = boneTransform;
}
// 将变换矩阵传递给着色器
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "boneTransforms"), boneTransforms.size(), GL_FALSE, glm::value_ptr(boneTransforms[0]));
```
完整的代码示例可以参考以下链接:https://github.com/JoeyDeVries/LearnOpenGL/tree/master/src/7.in_practice/4.advanced_lighting/2.2.shadow_mapping_point_soft
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