Qt opengl assimp使用骨骼动画代码
时间: 2023-10-14 16:04:53 浏览: 43
下面是使用Qt、OpenGL和Assimp实现骨骼动画的示例代码:
首先,我们需要加载模型文件,并从中获取必要的数据。下面的代码片段演示了如何使用Assimp加载模型文件:
```cpp
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <vector>
// 从文件中加载模型
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("model_file_path", aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
// 获取模型中的骨骼信息
const aiMesh* mesh = scene->mMeshes[0];
const aiBone** bones = mesh->mBones;
int num_bones = mesh->mNumBones;
// 获取骨骼的全局变换矩阵
std::vector<glm::mat4> bone_transforms(num_bones);
for (int i = 0; i < num_bones; ++i) {
const aiBone* bone = bones[i];
bone_transforms[i] = toGLM(bone->mOffsetMatrix);
}
```
接下来,我们需要计算每个骨骼的本地变换矩阵。这可以通过递归遍历骨骼树来完成。下面是计算本地变换矩阵的示例代码:
```cpp
// 计算每个骨骼的本地变换矩阵
std::vector<glm::mat4> bone_local_transforms(num_bones);
const aiNode* root_node = scene->mRootNode;
const glm::mat4 identity_matrix(1.0f);
processNode(root_node, identity_matrix, bone_local_transforms, bones, num_bones);
void processNode(const aiNode* node, const glm::mat4& parent_transform, std::vector<glm::mat4>& bone_local_transforms, const aiBone** bones, int num_bones) {
glm::mat4 node_transform = toGLM(node->mTransformation);
glm::mat4 global_transform = parent_transform * node_transform;
// 如果该节点对应一个骨骼,则计算其本地变换矩阵
const aiBone* bone = findBone(node->mName.C_Str(), bones, num_bones);
if (bone) {
glm::mat4 bone_transform = global_transform * toGLM(bone->mOffsetMatrix);
bone_local_transforms[bone->mIndex] = bone_transform;
}
// 递归遍历子节点
for (int i = 0; i < node->mNumChildren; ++i) {
processNode(node->mChildren[i], global_transform, bone_local_transforms, bones, num_bones);
}
}
const aiBone* findBone(const char* name, const aiBone** bones, int num_bones) {
for (int i = 0; i < num_bones; ++i) {
if (strcmp(name, bones[i]->mName.C_Str()) == 0) {
return bones[i];
}
}
return nullptr;
}
```
现在,我们可以在每个顶点上应用骨骼变换。下面是应用骨骼变换的示例代码:
```cpp
// 应用骨骼变换
std::vector<glm::mat4> bone_transforms(num_bones);
for (int i = 0; i < num_bones; ++i) {
const aiBone* bone = bones[i];
int bone_index = bone->mIndex;
bone_transforms[bone_index] = bone_local_transforms[bone_index] * bone_transforms[bone->mParent ? bone->mParent->mIndex : -1];
}
// 将骨骼变换矩阵传递给顶点着色器
glUniformMatrix4fv(glGetUniformLocation(shader_program, "bone_transforms"), num_bones, GL_FALSE, glm::value_ptr(bone_transforms[0]));
```
最后,我们需要在顶点着色器中应用骨骼变换。下面是一个简单的顶点着色器示例:
```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 bone_ids;
layout (location = 4) in vec4 bone_weights;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 bone_transforms[100];
out vec3 frag_normal;
out vec2 frag_texcoord;
void main() {
vec4 world_pos = model * vec4(position, 1.0);
vec4 bone_pos = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < 4; ++i) {
int bone_id = bone_ids[i];
float bone_weight = bone_weights[i];
bone_pos += bone_weight * bone_transforms[bone_id] * world_pos;
}
gl_Position = projection * view * bone_pos;
frag_normal = mat3(transpose(inverse(model))) * normal;
frag_texcoord = texcoord;
}
```
这样,我们就可以在OpenGL中实现骨骼动画了。
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