Qt opengl assimp加载骨骼动画
时间: 2023-09-15 17:19:07 浏览: 183
加载骨骼动画需要使用Assimp库中的骨骼数据,同时利用OpenGL进行渲染。下面是一个简单的示例代码:
首先,你需要在Qt的.pro文件中添加以下库和头文件:
```qmake
LIBS += -lassimp
INCLUDEPATH += /usr/local/include/assimp
```
然后,在你的OpenGL窗口类中添加以下成员变量:
```cpp
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
// 骨骼动画相关
Assimp::Importer importer;
const aiScene* scene;
std::vector<glm::mat4> boneTransforms;
std::vector<glm::mat4> boneOffsets;
std::map<std::string, int> boneMapping;
int numBones;
float animationTime;
```
在OpenGL窗口类的初始化函数中,加载模型和骨骼动画数据:
```cpp
// 加载模型和骨骼动画数据
scene = importer.ReadFile("path/to/model", aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenSmoothNormals | aiProcess_LimitBoneWeights | aiProcess_ValidateDataStructure | aiProcess_ImproveCacheLocality | aiProcess_RemoveRedundantMaterials | aiProcess_OptimizeMeshes | aiProcess_CalcTangentSpace | aiProcess_JoinIdenticalVertices | aiProcess_FindInvalidData | aiProcess_GenUVCoords | aiProcess_TransformUVCoords | aiProcess_FixInfacingNormals | aiProcess_FindDegenerates | aiProcess_SortByPType | aiProcess_GenBoundingBoxes);
if (!scene)
{
qCritical() << "Error loading model: " << importer.GetErrorString();
return;
}
// 加载骨骼动画数据
if (scene->HasAnimations())
{
numBones = 0;
for (unsigned int i = 0; i < scene->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumBones; j++)
{
std::string boneName(mesh->mBones[j]->mName.data);
if (boneMapping.find(boneName) == boneMapping.end())
{
int boneIndex = numBones++;
boneMapping[boneName] = boneIndex;
boneOffsets.push_back(glm::transpose(glm::make_mat4(&mesh->mBones[j]->mOffsetMatrix.a1)));
}
}
}
boneTransforms.resize(numBones);
animationTime = 0.0f;
}
```
在OpenGL窗口类的绘制函数中,更新骨骼动画的状态:
```cpp
// 更新骨骼动画状态
if (scene->HasAnimations())
{
animationTime += deltaTime;
float ticksPerSecond = (float)(scene->mAnimations[0]->mTicksPerSecond != 0 ? scene->mAnimations[0]->mTicksPerSecond : 25.0f);
float timeInTicks = fmod(animationTime * ticksPerSecond, (float)scene->mAnimations[0]->mDuration);
float animationTimeInSeconds = timeInTicks / ticksPerSecond;
glm::mat4 identity;
for (int i = 0; i < numBones; i++)
{
boneTransforms[i] = identity;
}
aiMatrix4x4 globalTransform = scene->mRootNode->mTransformation;
updateBoneTransform(scene->mAnimations[0], animationTimeInSeconds, scene->mRootNode, globalTransform);
for (unsigned int i = 0; i < boneTransforms.size(); i++)
{
boneTransforms[i] = boneTransforms[i] * boneOffsets[i];
}
}
// 设置骨骼动画的变换矩阵
for (unsigned int i = 0; i < shader.numBones; i++)
{
glm::mat4 boneTransform;
if (i < boneTransforms.size())
{
boneTransform = boneTransforms[i];
}
glUniformMatrix4fv(shader.boneTransforms[i], 1, GL_FALSE, glm::value_ptr(boneTransform));
}
```
最后,在你的OpenGL着色器中使用骨骼动画的变换矩阵:
```glsl
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in vec3 normal;
layout(location = 3) in vec3 tangent;
layout(location = 4) in vec3 bitangent;
layout(location = 5) in ivec4 boneIDs;
layout(location = 6) in vec4 boneWeights;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform mat4 boneTransforms[100];
out vec2 fragTexCoord;
out vec3 fragNormal;
out vec3 fragTangent;
out vec3 fragBitangent;
void main()
{
vec4 pos = vec4(position, 1.0);
vec4 norm = vec4(normal, 0.0);
vec4 tang = vec4(tangent, 0.0);
vec4 bitang = vec4(bitangent, 0.0);
// 骨骼动画变换
mat4 boneTransform = boneTransforms[boneIDs.x] * boneWeights.x;
boneTransform += boneTransforms[boneIDs.y] * boneWeights.y;
boneTransform += boneTransforms[boneIDs.z] * boneWeights.z;
boneTransform += boneTransforms[boneIDs.w] * boneWeights.w;
pos = boneTransform * pos;
norm = boneTransform * norm;
tang = boneTransform * tang;
bitang = boneTransform * bitang;
gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos;
fragTexCoord = texCoord;
fragNormal = normalize(normalMatrix * norm.xyz);
fragTangent = normalize(normalMatrix * tang.xyz);
fragBitangent = normalize(normalMatrix * bitang.xyz);
}
```
这样,你就可以在Qt中使用OpenGL和Assimp库加载骨骼动画模型了。
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