Qt opengl assimp使用骨骼动画代码
时间: 2023-10-14 16:04:53 浏览: 55
以下是使用Qt、OpenGL和Assimp库实现骨骼动画的代码示例:
1. 加载模型
```cpp
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("path/to/model", aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals | aiProcess_JoinIdenticalVertices | aiProcess_ImproveCacheLocality | aiProcess_LimitBoneWeights | aiProcess_RemoveRedundantMaterials);
if (!scene || !scene->HasMeshes()) {
qDebug() << "Failed to load model";
return;
}
std::vector<Mesh> meshes;
meshes.reserve(scene->mNumMeshes);
for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[i];
meshes.push_back(Mesh(mesh));
}
std::vector<Bone> bones;
bones.reserve(scene->mNumMeshes);
for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[i];
bones.push_back(Bone(mesh, scene->mRootNode));
}
```
2. 渲染模型
```cpp
void renderMesh(const Mesh& mesh, const std::vector<Bone>& bones, const QMatrix4x4& modelMatrix, GLuint shaderProgram) {
glBindVertexArray(mesh.getVAO());
for (int i = 0; i < mesh.getNumSubMeshes(); i++) {
const SubMesh& subMesh = mesh.getSubMesh(i);
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, modelMatrix.data());
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "normalMatrix"), 1, GL_FALSE, modelMatrix.normalMatrix().data());
glUniform1i(glGetUniformLocation(shaderProgram, "hasBones"), subMesh.getNumBones() > 0);
for (int j = 0; j < subMesh.getNumBones(); j++) {
const Bone& bone = bones[subMesh.getBone(j)];
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, ("bones[" + std::to_string(j) + "]").c_str()), 1, GL_FALSE, bone.getFinalTransform().data());
}
glDrawElements(GL_TRIANGLES, subMesh.getNumIndices(), GL_UNSIGNED_INT, (void*)(subMesh.getBaseIndex() * sizeof(unsigned int)));
}
glBindVertexArray(0);
}
```
3. 更新骨骼动画
```cpp
void updateBones(const Bone& bone, const QMatrix4x4& parentTransform, std::vector<Matrix4f>& boneMatrices) {
QMatrix4x4 nodeTransform = bone.getTransform();
QMatrix4x4 globalTransform = parentTransform * nodeTransform;
if (boneMatrices.size() <= bone.getIndex()) {
boneMatrices.resize(bone.getIndex() + 1);
}
boneMatrices[bone.getIndex()] = globalTransform * bone.getOffsetMatrix();
for (const auto& child : bone.getChildren()) {
updateBones(child, globalTransform, boneMatrices);
}
}
std::vector<Matrix4f> boneMatrices;
boneMatrices.reserve(bones.size());
for (const auto& bone : bones) {
updateBones(bone, QMatrix4x4(), boneMatrices);
}
```
4. 绑定骨骼动画相关的shader变量
```glsl
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoord;
layout (location = 3) in ivec4 boneIDs;
layout (location = 4) in vec4 boneWeights;
uniform mat4 model;
uniform mat4 normalMatrix;
uniform bool hasBones;
const int MAX_BONES = 100;
uniform mat4 bones[MAX_BONES];
out vec3 fragPos;
out vec3 fragNormal;
out vec2 fragTexCoord;
void main() {
vec4 pos = vec4(position, 1.0);
vec4 norm = vec4(normal, 0.0);
if (hasBones) {
mat4 boneTransform = bones[boneIDs.x] * boneWeights.x;
boneTransform += bones[boneIDs.y] * boneWeights.y;
boneTransform += bones[boneIDs.z] * boneWeights.z;
boneTransform += bones[boneIDs.w] * boneWeights.w;
pos = boneTransform * pos;
norm = boneTransform * norm;
}
gl_Position = model * pos;
fragPos = gl_Position.xyz;
fragNormal = normalize((normalMatrix * norm).xyz);
fragTexCoord = texCoord;
}
```
注意,在上述代码示例中,假设已经实现了Mesh和Bone类。在Mesh类中,需要实现以下方法:getVAO()、getNumSubMeshes()、getSubMesh()。在Bone类中,需要实现以下方法:getTransform()、getIndex()、getOffsetMatrix()、getFinalTransform()、getChildren()。