Qt opengl assimp加载骨骼动画
时间: 2023-09-15 08:18:59 浏览: 204
使用Qt OpenGL和Assimp库加载骨骼动画的基本步骤如下:
1. 导入模型文件:使用Assimp库导入模型文件,包括模型数据,材质和纹理等。
2. 创建骨骼:解析模型文件中的骨骼数据,并创建骨骼节点、骨骼关节等。
3. 加载动画:从模型文件中加载动画数据,包括关键帧,动画时长等。
4. 计算动画:根据当前时间计算出每个骨骼节点的变换矩阵,以便在渲染时对模型进行正确的姿态变换。
5. 绘制模型:使用OpenGL绘制模型,并传递动画时刻所对应的骨骼变换矩阵。
具体实现步骤如下:
1. 导入模型文件
使用Assimp库的Importer类导入模型文件,可以获取到模型中的顶点数据、材质、纹理、骨骼等信息。例如:
```cpp
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(filename, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenNormals | aiProcess_LimitBoneWeights);
```
2. 创建骨骼
解析模型文件中的骨骼数据,并创建骨骼节点、骨骼关节等。例如:
```cpp
void CreateBoneTree(const aiNode* node, const aiScene* scene, Bone* parentBone = nullptr)
{
Bone* bone = new Bone(node->mName.C_Str(), parentBone);
// 处理骨骼节点变换矩阵
bone->mOffsetMatrix = node->mTransformation;
// 处理骨骼节点中的骨骼关节
for (unsigned int i = 0; i < node->mNumMeshes; ++i)
{
int meshIndex = node->mMeshes[i];
aiMesh* mesh = scene->mMeshes[meshIndex];
for (unsigned int j = 0; j < mesh->mNumBones; ++j)
{
aiBone* boneData = mesh->mBones[j];
if (strcmp(bone->mName.c_str(), boneData->mName.C_Str()) == 0)
{
bone->mBoneData = boneData;
break;
}
}
}
// 递归处理子骨骼节点
for (unsigned int i = 0; i < node->mNumChildren; ++i)
{
CreateBoneTree(node->mChildren[i], scene, bone);
}
}
```
3. 加载动画
从模型文件中加载动画数据,可以获取到每个关键帧的骨骼变换矩阵、动画时长等信息。例如:
```cpp
void LoadAnimations(const aiScene* scene, Model* model)
{
for (unsigned int i = 0; i < scene->mNumAnimations; ++i)
{
aiAnimation* anim = scene->mAnimations[i];
Animation* animation = new Animation(anim->mName.C_Str(), anim->mDuration, anim->mTicksPerSecond);
// 处理关键帧
for (unsigned int j = 0; j < anim->mNumChannels; ++j)
{
aiNodeAnim* nodeAnim = anim->mChannels[j];
for (unsigned int k = 0; k < nodeAnim->mNumPositionKeys; ++k)
{
aiVector3D pos = nodeAnim->mPositionKeys[k].mValue;
aiQuaternion rot = nodeAnim->mRotationKeys[k].mValue;
aiVector3D scale = nodeAnim->mScalingKeys[k].mValue;
KeyFrame* keyFrame = new KeyFrame(nodeAnim->mNodeName.C_Str(), nodeAnim->mNumPositionKeys,
nodeAnim->mNumRotationKeys, nodeAnim->mNumScalingKeys);
keyFrame->mTime = nodeAnim->mPositionKeys[k].mTime;
keyFrame->mPosition.x = pos.x;
keyFrame->mPosition.y = pos.y;
keyFrame->mPosition.z = pos.z;
keyFrame->mRotation.w = rot.w;
keyFrame->mRotation.x = rot.x;
keyFrame->mRotation.y = rot.y;
keyFrame->mRotation.z = rot.z;
keyFrame->mScaling.x = scale.x;
keyFrame->mScaling.y = scale.y;
keyFrame->mScaling.z = scale.z;
animation->AddKeyFrame(keyFrame);
}
}
model->AddAnimation(animation);
}
}
```
4. 计算动画
根据当前时间计算出每个骨骼节点的变换矩阵,以便在渲染时对模型进行正确的姿态变换。例如:
```cpp
void CalculateBoneTransforms(const Animation* animation, float time, std::map<std::string, glm::mat4>& boneTransforms)
{
std::vector<KeyFrame*> keyFrames = animation->GetKeyFrames();
if (keyFrames.empty())
return;
KeyFrame* frameA = nullptr;
KeyFrame* frameB = nullptr;
// 查找当前时间所在的关键帧
for (unsigned int i = 0; i < keyFrames.size() - 1; ++i)
{
frameA = keyFrames[i];
frameB = keyFrames[i + 1];
if (time < frameB->mTime)
break;
}
float delta = (time - frameA->mTime) / (frameB->mTime - frameA->mTime);
// 计算每个骨骼节点的变换矩阵
for (unsigned int i = 0; i < frameA->mNumBones; ++i)
{
BoneData* boneDataA = frameA->mBones[i];
BoneData* boneDataB = frameB->mBones[i];
glm::vec3 position = glm::mix(boneDataA->mPosition, boneDataB->mPosition, delta);
glm::quat rotation = glm::slerp(boneDataA->mRotation, boneDataB->mRotation, delta);
glm::vec3 scaling = glm::mix(boneDataA->mScaling, boneDataB->mScaling, delta);
glm::mat4 translateMat = glm::translate(glm::mat4(1.0f), position);
glm::mat4 rotateMat = glm::toMat4(rotation);
glm::mat4 scaleMat = glm::scale(glm::mat4(1.0f), scaling);
glm::mat4 boneMat = translateMat * rotateMat * scaleMat;
glm::mat4 offsetMat = boneDataA->mBone->mOffsetMatrix;
boneTransforms[boneDataA->mBone->mName] = boneMat * offsetMat;
}
}
```
5. 绘制模型
使用OpenGL绘制模型,并传递动画时刻所对应的骨骼变换矩阵。例如:
```cpp
void RenderModel(Model* model, std::map<std::string, glm::mat4>& boneTransforms)
{
for (unsigned int i = 0; i < model->GetMeshCount(); ++i)
{
Mesh* mesh = model->GetMesh(i);
Material* material = mesh->GetMaterial();
// 绑定材质和纹理
material->Bind();
material->SetUniform("modelViewMatrix", m_camera->GetViewMatrix() * mesh->GetModelMatrix());
material->SetUniform("projectionMatrix", m_camera->GetProjectionMatrix());
material->SetUniform("boneTransforms", boneTransforms);
// 绘制网格
mesh->Render();
}
}
```
完整的代码示例可以参考以下链接:
https://github.com/cxong/QtOpenGLAssimpSkeletonAnimation
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