Qt opengl assimp使用骨骼动画代码
时间: 2023-10-13 13:06:37 浏览: 101
在使用Qt、OpenGL和Assimp库实现骨骼动画的过程中,需要注意以下几个步骤:
1. 加载模型和骨骼数据
使用Assimp库加载模型和骨骼数据,可以使用以下代码实现:
```cpp
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace | aiProcess_LimitBoneWeights);
```
2. 解析骨骼数据
解析骨骼数据,获取骨骼的层级关系、骨骼的名称、骨骼的权重等信息,可以使用以下代码实现:
```cpp
std::map<std::string, BoneInfo> boneMapping;
int boneCount = 0;
for (uint32_t i = 0; i < scene->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[i];
for (uint32_t j = 0; j < mesh->mNumBones; j++) {
aiBone* bone = mesh->mBones[j];
std::string boneName = bone->mName.C_Str();
if (boneMapping.find(boneName) == boneMapping.end()) {
BoneInfo boneInfo;
boneInfo.boneIndex = boneCount;
boneCount++;
boneInfo.boneOffset = AssimpGLMHelpers::ConvertMatrixToGLMFormat(bone->mOffsetMatrix);
boneMapping[boneName] = boneInfo;
}
int boneIndex = boneMapping[boneName].boneIndex;
for (uint32_t k = 0; k < bone->mNumWeights; k++) {
int vertexID = mesh->mBones[j]->mWeights[k].mVertexId;
float weight = mesh->mBones[j]->mWeights[k].mWeight;
vertices[vertexID].AddBoneData(boneIndex, weight);
}
}
}
```
其中,`BoneInfo`结构体用于存储骨骼的一些信息,`AssimpGLMHelpers::ConvertMatrixToGLMFormat`函数用于将Assimp库中的矩阵转换为OpenGL中的矩阵。
3. 计算骨骼动画
在每一帧渲染之前,需要计算骨骼动画的变换矩阵。具体过程如下:
```cpp
void CalculateBoneTransform(const aiNode* node, glm::mat4 parentTransform, std::map<std::string, BoneInfo>& boneMapping, std::vector<glm::mat4>& boneTransforms) {
std::string nodeName = node->mName.C_Str();
glm::mat4 nodeTransform = AssimpGLMHelpers::ConvertMatrixToGLMFormat(node->mTransformation);
glm::mat4 globalTransform = parentTransform * nodeTransform;
if (boneMapping.find(nodeName) != boneMapping.end()) {
int boneIndex = boneMapping[nodeName].boneIndex;
glm::mat4 boneOffset = boneMapping[nodeName].boneOffset;
glm::mat4 boneTransform = globalTransform * boneOffset;
boneTransforms[boneIndex] = boneTransform;
}
for (uint32_t i = 0; i < node->mNumChildren; i++) {
CalculateBoneTransform(node->mChildren[i], globalTransform, boneMapping, boneTransforms);
}
}
```
其中,`parentTransform`参数表示父节点的变换矩阵,`boneTransforms`参数表示骨骼动画的变换矩阵,通过递归遍历每个节点,计算出每个骨骼的变换矩阵。
4. 应用骨骼动画
在渲染过程中,需要将骨骼动画的变换矩阵应用到模型的顶点上,可以使用以下代码实现:
```cpp
for (uint32_t i = 0; i < vertices.size(); i++) {
glm::vec4 boneIndices = glm::vec4(vertices[i].boneIDs, 0.0f, 0.0f, 0.0f);
glm::vec4 boneWeights = glm::vec4(vertices[i].weights, 0.0f, 0.0f, 0.0f);
glm::mat4 boneTransform = glm::mat4(1.0f);
for (uint32_t j = 0; j < 4; j++) {
int boneIndex = boneIndices[j];
if (boneIndex >= 0) {
boneTransform += boneWeights[j] * boneTransforms[boneIndex];
}
}
glm::vec4 position = glm::vec4(vertices[i].position, 1.0f);
glm::vec4 normal = glm::vec4(vertices[i].normal, 0.0f);
glm::vec2 texCoord = glm::vec2(vertices[i].texCoords.x, vertices[i].texCoords.y);
position = boneTransform * position;
normal = boneTransform * normal;
// 将计算后的顶点数据传递给Shader进行渲染
}
```
其中,`vertices`表示模型的顶点数据,通过将骨骼动画的变换矩阵应用到每个顶点上,计算出最终的顶点位置和法线。
以上就是使用Qt、OpenGL和Assimp库实现骨骼动画的主要流程和代码。
阅读全文