【发布时间】:2017-01-30 15:30:45
【问题描述】:
最近我在做骨骼动画导入,所以我用一些 IK 技术制作了一个类似于 3d minecraft 的模型来测试 Assimp 动画导入。输出格式为 COLLADA(*.dae),我使用的工具是 Blender。在编程方面,我的环境是 opengl/glm/assimp。我认为这些信息对于我的问题来说已经足够了。一件事,模型的动画,我只是记录了 7 个 unmove 关键帧来测试 assimp 动画。
首先,我猜我的变换除了局部变换部分是正确的,所以让函数只返回glm::mat4(1.0f),结果显示绑定姿势(不确定)模型。 (见下图)
其次,将glm::mat4(1.0f)的值转回bone->localTransform = transform * scaling * glm::mat4(1.0f);,然后模型变形。 (见下图)
在搅拌机中测试图像和模型:
(bone->localTransform = glm::mat4(1.0f) * scaling * rotate;:这张图片在地下:()
这里的代码:
void MeshModel::UpdateAnimations(float time, std::vector<Bone*>& bones)
{
for each (Bone* bone in bones)
{
glm::mat4 rotate = GetInterpolateRotation(time, bone->rotationKeys);
glm::mat4 transform = GetInterpolateTransform(time, bone->transformKeys);
glm::mat4 scaling = GetInterpolateScaling(time, bone->scalingKeys);
//bone->localTransform = transform * scaling * glm::mat4(1.0f);
//bone->localTransform = glm::mat4(1.0f) * scaling * rotate;
//bone->localTransform = glm::translate(glm::mat4(1.0f), glm::vec3(0.5f));
bone->localTransform = glm::mat4(1.0f);
}
}
void MeshModel::UpdateBone(Bone * bone)
{
glm::mat4 parentTransform = bone->getParentTransform();
bone->nodeTransform = parentTransform
* bone->transform // assimp_node->mTransformation
* bone->localTransform; // T S R matrix
bone->finalTransform = globalInverse
* bone->nodeTransform
* bone->inverseBindPoseMatrix; // ai_mesh->mBones[i]->mOffsetMatrix
for (int i = 0; i < (int)bone->children.size(); i++) {
UpdateBone(bone->children[i]);
}
}
glm::mat4 Bone::getParentTransform()
{
if (this->parent != nullptr)
return parent->nodeTransform;
else
return glm::mat4(1.0f);
}
glm::mat4 MeshModel::GetInterpolateRotation(float time, std::vector<BoneKey>& keys)
{
// we need at least two values to interpolate...
if ((int)keys.size() == 0) {
return glm::mat4(1.0f);
}
if ((int)keys.size() == 1) {
return glm::mat4_cast(keys[0].rotation);
}
int rotationIndex = FindBestTimeIndex(time, keys);
int nextRotationIndex = (rotationIndex + 1);
assert(nextRotationIndex < (int)keys.size());
float DeltaTime = (float)(keys[nextRotationIndex].time - keys[rotationIndex].time);
float Factor = (time - (float)keys[rotationIndex].time) / DeltaTime;
if (Factor < 0.0f)
Factor = 0.0f;
if (Factor > 1.0f)
Factor = 1.0f;
assert(Factor >= 0.0f && Factor <= 1.0f);
const glm::quat& startRotationQ = keys[rotationIndex].rotation;
const glm::quat& endRotationQ = keys[nextRotationIndex].rotation;
glm::quat interpolateQ = glm::lerp(endRotationQ, startRotationQ, Factor);
interpolateQ = glm::normalize(interpolateQ);
return glm::mat4_cast(interpolateQ);
}
glm::mat4 MeshModel::GetInterpolateTransform(float time, std::vector<BoneKey>& keys)
{
// we need at least two values to interpolate...
if ((int)keys.size() == 0) {
return glm::mat4(1.0f);
}
if ((int)keys.size() == 1) {
return glm::translate(glm::mat4(1.0f), keys[0].vector);
}
int translateIndex = FindBestTimeIndex(time, keys);
int nextTranslateIndex = (translateIndex + 1);
assert(nextTranslateIndex < (int)keys.size());
float DeltaTime = (float)(keys[nextTranslateIndex].time - keys[translateIndex].time);
float Factor = (time - (float)keys[translateIndex].time) / DeltaTime;
if (Factor < 0.0f)
Factor = 0.0f;
if (Factor > 1.0f)
Factor = 1.0f;
assert(Factor >= 0.0f && Factor <= 1.0f);
const glm::vec3& startTranslate = keys[translateIndex].vector;
const glm::vec3& endTrabslate = keys[nextTranslateIndex].vector;
glm::vec3 delta = endTrabslate - startTranslate;
glm::vec3 resultVec = startTranslate + delta * Factor;
return glm::translate(glm::mat4(1.0f), resultVec);
}
代码思路引用自Matrix calculations for gpu skinning和Skeletal Animation With Assimp。
总的来说,我把assimp中的所有信息都提取到MeshModel中并保存到骨骼结构中,所以我认为这些信息还可以吗?
最后一件事,我的顶点着色器代码:
#version 330 core
#define MAX_BONES_PER_VERTEX 4
in vec3 position;
in vec2 texCoord;
in vec3 normal;
in ivec4 boneID;
in vec4 boneWeight;
const int MAX_BONES = 100;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 boneTransform[MAX_BONES];
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
out float Visibility;
const float density = 0.007f;
const float gradient = 1.5f;
void main()
{
mat4 boneTransformation = boneTransform[boneID[0]] * boneWeight[0];
boneTransformation += boneTransform[boneID[1]] * boneWeight[1];
boneTransformation += boneTransform[boneID[2]] * boneWeight[2];
boneTransformation += boneTransform[boneID[3]] * boneWeight[3];
vec3 usingPosition = (boneTransformation * vec4(position, 1.0)).xyz;
vec3 usingNormal = (boneTransformation * vec4(normal, 1.0)).xyz;
vec4 viewPos = view * model * vec4(usingPosition, 1.0);
gl_Position = projection * viewPos;
FragPos = vec3(model * vec4(usingPosition, 1.0f));
Normal = mat3(transpose(inverse(model))) * usingNormal;
TexCoords = texCoord;
float distance = length(viewPos.xyz);
Visibility = exp(-pow(distance * density, gradient));
Visibility = clamp(Visibility, 0.0f, 1.0f);
}
如果我上面的问题,缺少代码或描述模糊,请告诉我,谢谢!
编辑:(1)
另外,我的骨骼信息是这样的(代码获取部分):
for (int i = 0; i < (int)nodeAnim->mNumPositionKeys; i++)
{
BoneKey key;
key.time = nodeAnim->mPositionKeys[i].mTime;
aiVector3D vec = nodeAnim->mPositionKeys[i].mValue;
key.vector = glm::vec3(vec.x, vec.y, vec.z);
currentBone->transformKeys.push_back(key);
}
有一些变换向量,所以我上面的代码glm::mat4 transform = GetInterpolateTransform(time, bone->transformKeys);,绝对可以从中得到相同的值。我不确定我制作了一个 nomove 关键帧动画,它提供的变换值是否为真(当然它有 7 个关键帧)。
这样的关键帧内容(在头骨上调试): 7 个不同的关键帧,相同的向量值。
编辑:(2)
如果你想测试我的 dae 文件,我把它放在jsfiddle,来拿吧:)。另一件事,在 Unity 中我的文件可以正常工作,所以我认为可能不是我的本地转换出现问题,似乎问题可能是其他问题,如 parentTransform 或 bone->transform...等?我还添加了所有骨骼的局部变换矩阵,但无法弄清楚为什么 COLLADA 包含这些值用于我的移动动画...
【问题讨论】:
标签: animation opengl glm-math assimp