osg读取人物动作模型蒙皮的
时间: 2023-12-13 13:03:05 浏览: 135
osg模型。用于osg直接读取
在osg中,可以使用Assimp库来读取人物动作模型蒙皮。Assimp库是一个开源的、跨平台的、多格式的3D模型导入库,可以读取多种3D模型格式,包括fbx、obj、3ds等。
使用Assimp库读取模型蒙皮的流程如下:
1. 导入模型:使用Assimp库的aiImportFile函数导入模型文件,返回aiScene对象。
```
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
// 读取模型文件
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("model.dae", aiProcess_Triangulate | aiProcess_FlipUVs);
```
2. 获取骨骼信息:从aiScene对象中获取骨骼信息,包括骨骼节点、骨骼矩阵等。
```
// 遍历骨骼节点
for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
const aiMesh* mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumBones; j++) {
const aiBone* bone = mesh->mBones[j];
// 获取骨骼矩阵
aiMatrix4x4 boneMatrix = bone->mOffsetMatrix;
}
}
```
3. 获取动画信息:从aiScene对象中获取动画信息,包括动画名称、帧数、骨骼动画等。
```
// 遍历动画
for (unsigned int i = 0; i < scene->mNumAnimations; i++) {
const aiAnimation* anim = scene->mAnimations[i];
// 获取动画名称
std::string animName = anim->mName.C_Str();
// 获取动画帧数
int numFrames = anim->mDuration / anim->mTicksPerSecond;
// 遍历骨骼动画
for (unsigned int j = 0; j < anim->mNumChannels; j++) {
const aiNodeAnim* nodeAnim = anim->mChannels[j];
// 获取骨骼名称
std::string boneName = nodeAnim->mNodeName.C_Str();
// 获取骨骼动画
for (unsigned int k = 0; k < nodeAnim->mNumPositionKeys; k++) {
aiVector3D position = nodeAnim->mPositionKeys[k].mValue;
aiQuaternion rotation = nodeAnim->mRotationKeys[k].mValue;
aiVector3D scale = nodeAnim->mScalingKeys[k].mValue;
}
}
}
```
4. 应用蒙皮:在渲染时,根据骨骼信息和动画信息,应用蒙皮,将顶点位置转换为骨骼空间中的位置。
```
// 获取骨骼矩阵和权重
std::vector<aiMatrix4x4> boneMatrices;
std::vector<float> boneWeights;
for (unsigned int i = 0; i < mesh->mNumBones; i++) {
const aiBone* bone = mesh->mBones[i];
// 获取骨骼矩阵
aiMatrix4x4 boneMatrix = bone->mOffsetMatrix;
// 获取骨骼权重
for (unsigned int j = 0; j < bone->mNumWeights; j++) {
const aiVertexWeight& weight = bone->mWeights[j];
boneMatrices[weight.mVertexId] += boneMatrix * weight.mWeight;
boneWeights[weight.mVertexId] += weight.mWeight;
}
}
// 应用蒙皮
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
// 将顶点位置转换为骨骼空间中的位置
aiVector3D pos = mesh->mVertices[i];
aiVector3D normal = mesh->mNormals[i];
aiVector3D tangent = mesh->mTangents[i];
aiVector3D bitangent = mesh->mBitangents[i];
aiMatrix4x4 finalMatrix = boneMatrices[i] / boneWeights[i];
pos = finalMatrix * pos;
normal = finalMatrix * normal;
tangent = finalMatrix * tangent;
bitangent = finalMatrix * bitangent;
// 渲染顶点
// ...
}
```
以上就是使用Assimp库读取人物动作模型蒙皮的基本流程。需要注意的是,在读取模型时,需要指定一些参数,如aiProcess_Triangulate将多边形转换为三角形,aiProcess_FlipUVs将纹理坐标y轴反转等。
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