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完成骨骼动画翻译 (#270)

* Finish translation of skeletal animation
* images part 1
* images part 2
* Update 04 Skeletal Animation.md
* Update docs/03 Model Loading/04 Skeletal Animation.md
* Update 04 Skeletal Animation.md
* Update mkdocs.yml
* Rename docs/03 Model Loading/04 Skeletal Animation.md to docs/08 Guest Articles/2020/01 Skeletal Animation.md
Change the path of the article
* Update mkdocs.yml
* Changed the path of the image
* Fix the path of images

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Co-authored-by: Gary Wang <git@blumia.net>
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2023-05-14 18:46:25 +08:00
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# 骨骼动画
原文 | [Skeletal-Animation](https://learnopengl.com/Guest-Articles/2020/Skeletal-Animation)
---|---
作者 | Ankit Singh Kushwah
翻译 | [orbitgw](https://github.com/orbitgw/)
校对 | [orbitgw](https://github.com/orbitgw/)
3D动画可以让我们的游戏栩栩如生。3D世界中的物体比如人类和动物当它们做某些事情移动四肢时比如走路、跑步和攻击会使我们感到更生动。本篇教程是关于你们一直在等待的骨骼动画。我们将首先彻底理解这个概念然后了解使用Assimp制作3D模型动画所需的数据。我建议您完成本教程的[模型加载](../03/01%20Assimp.md)部分,因为本教程代码将从那里继续。你仍然可以理解这个概念,并以自己的方式实现它。所以让我们开始吧。
## 插值
要了解动画是如何工作的基础,我们需要了解插值(Interpolation)的概念。插值可以定义为随着时间的推移而发生的事情。就像敌人在时间T上从A点移动到B点一样即随着时间的推移发生平移。炮塔平滑旋转以面对目标即随着时间的推移发生旋转树在时间T内从尺寸A放大到尺寸B即随时间推移发生缩放。
!!! note "译注"
(动画)插值就是**关键帧**的中间值。比如我们使用Blender制作动画不需要设置每一帧的骨骼位置只需要在几个关键帧中记录它们的位置旋转缩放等等信息。然后由程序自动计算出的中间的过渡帧就是我们的插值。通常插值可以使用曲线描述比如我们的贝塞尔曲线。
用于平移和缩放的简单插值方程如下所示:
$$
a = a \cdot (1 - t) + b \cdot t
$$
它被称为线性插值方程或Lerp。对于旋转我们不能使用向量。原因是如果我们继续尝试在X俯仰、Y偏航和Z滚转的向量上使用线性插值方程插值就不会是线性的。你会遇到一些奇怪的问题比如Gimbal Lock请参阅下面的参考资料部分了解它。为了避免这个问题我们使用四元数进行旋转。四元数提供了一种叫做球面插值或Slerp方程的东西它给出了与Lerp相同的结果但对于两个旋转A和B。我无法解释这个方程是如何工作的因为它目前不在范围内。您可以查看下面的参考资料部分来理解四元数。
## 动画模型的组件:蒙皮、骨骼和关键帧
动画的整个过程始于添加第一个组件即blender或Maya等软件中的蒙皮(Skin)。蒙皮只不过是网格(Mesh)它为模型添加了视觉方面告诉观察者它的外观。但是如果你想移动任何网格那么就像现实世界一样你需要添加骨骼。你可以看到下面的图片来了解它在blender等软件中的外观。
![skin](../img/08/01/skin.png)
![bones](../img/08/01/bones.png)
![skin and bones](../img/08/01/merged.png)
这些骨头通常是以分层的方式添加给人类和动物等角色的,原因很明显。我们想要四肢之间的父子关系(parent-child relationship)。例如,如果我们移动右肩,那么我们的右二头肌、前臂、手和手指也应该移动。这就是层次结构的样子:
![parent_child](../img/08/01/parent_child.png)
在上图中,如果你抓住髋骨(hip bone)并移动它,所有的肢体都会受到它的移动的影响。
此时我们已经准备好为动画创建关键帧了。关键帧是动画中不同时间点的姿势。我们将在这些关键帧之间进行插值以便在代码中从一个姿势平滑地过渡到另一个姿势。下面您可以看到如何为简单的4帧跳跃动画创建姿势
![poses](../img/08/01/poses.gif)
![interpolating](../img/08/01/interpolating.gif)
## Assimp如何保存动画数据
我们马上就会到代码部分但首先我们需要了解assimp是如何保存导入的动画数据的。看下图
![assimp1](../img/08/01/assimp1.jpeg)
就像[模型加载](../03/01%20Assimp.md)部分一样,我们将从`aiScene`指针开始,该指针包含指向根节点的指针,然后看看我们这里有什么,一个动画数组。这个`aiAnimation`数组包含一般信息,比如动画的持续时间,这里表示为`mDuration`,然后我们有一个`mTicksPerSecond`变量,它控制我们应该在帧之间插值的速度。如果您还记得上一节中的动画有关键帧。类似地,`aiAnimation`包含一个名为`Channels``aiNodeAnim`数组。此数组包含将要参与动画的所有骨骼及其关键帧。一个`aiNodeAnim`包含骨骼的名称,你会发现在这里插入三种类型的关键点,平移、旋转和缩放。
好吧,还有最后一件事我们需要理解,并且很乐意去做的一件事就是写代码。
## 多个骨骼对顶点的影响
当我们弯曲前臂时我们会看到我们的二头肌弹出。我们也可以说前臂骨骼的变形正在影响我们肱二头肌上的顶点。类似地可能有多个骨骼影响网格中的单个顶点。对于像固体金属机器人这样的角色所有前臂顶点都只会受到前臂骨骼的影响但对于像人类、动物等角色可能有多达4块骨骼可以影响一个顶点。让我们看看assimp是如何存储这些信息的
![assimp2](../img/08/01/assimp2.jpeg)
我们再次从`aiScene`指针开始,该指针包含所有`aiMeshes`的数组。每个aiMesh对象都有一个`aiBone`数组,其中包含诸如此`aiBone`将对网格上的顶点集产生多大影响之类的信息。`aiBone`包含骨骼的名称,这是一个`aiVertexWeight`数组,基本上告诉此`aiBone`对网格上的顶点有多大影响。现在我们有了`aiBone`的另一个成员,它是`offsetMatrix`。这是一个4x4矩阵用于将顶点从模型空间转换到骨骼空间。你可以在下面的图片中看到这一点
![mesh_space](../img/08/01/mesh_space.png)
![bone_space](../img/08/01/bone_space.png)
当顶点位于骨骼空间中时,它们将按照预期相对于骨骼进行变换。您很快就会在代码中看到这一点。
## 最后让我们写代码
谢谢你走到这一步。我们将从直接查看最终结果开始,这是我们的最终顶点着色器代码。这将给我们很好的感觉,我们最终需要什么。
```c++
#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 norm;
layout(location = 2) in vec2 tex;
layout(location = 5) in ivec4 boneIds;
layout(location = 6) in vec4 weights;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCE = 4;
uniform mat4 finalBonesMatrices[MAX_BONES];
out vec2 TexCoords;
void main()
{
vec4 totalPosition = vec4(0.0f);
for(int i = 0 ; i < MAX_BONE_INFLUENCE ; i++)
{
if(boneIds[i] == -1)
continue;
if(boneIds[i] >=MAX_BONES)
{
totalPosition = vec4(pos,1.0f);
break;
}
vec4 localPosition = finalBonesMatrices[boneIds[i]] * vec4(pos,1.0f);
totalPosition += localPosition * weights[i];
vec3 localNormal = mat3(finalBonesMatrices[boneIds[i]]) * norm;
}
mat4 viewModel = view * model;
gl_Position = projection * viewModel * totalPosition;
TexCoords = tex;
}
```
片段着色器与[这篇教程](../03/03%20Model.md)中的保持相同。从顶部开始您可以看到两个新的属性布局声明。第一个骨骼ID第二个是重量。我们还有一个统一的数组`finalBonesMatrix`,它存储所有骨骼的变换。`boneIds`包含用于读取最终`BonesMatrix`数组并将这些变换应用于pos顶点的索引其各自的权重存储在权重数组中。这发生在上面循环的内部。现在让我们先在Mesh类中添加对骨骼重量的支持
```c++
#define MAX_BONE_INFLUENCE 4
struct Vertex {
// position
glm::vec3 Position;
// normal
glm::vec3 Normal;
// texCoords
glm::vec2 TexCoords;
// tangent
glm::vec3 Tangent;
// bitangent
glm::vec3 Bitangent;
//bone indexes which will influence this vertex
int m_BoneIDs[MAX_BONE_INFLUENCE];
//weights from each bone
float m_Weights[MAX_BONE_INFLUENCE];
};
```
我们为顶点添加了两个新属性就像我们在顶点着色器中看到的那样。现在让我们将它们加载到GPU缓冲区中就像我们的`Mesh::setupMesh`函数中的其他属性一样:
```c++
class Mesh
{
...
void setupMesh()
{
....
// ids
glEnableVertexAttribArray(3);
glVertexAttribIPointer(3, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
// weights
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, m_Weights));
...
}
...
}
```
就像以前一样,只是现在我们为`boneID`和`weights`添加了3个和4个布局位置ID。这里需要注意的一件重要的事情是我们如何传递`boneID`的数据。我们使用的是`glVertexAttribIPointer`,并将`GL_INT`作为第三个参数传递。
现在我们可以从assimp数据结构中提取骨骼重量信息。让我们在Model类中进行一些更改
```c++
struct BoneInfo
{
/*id is index in finalBoneMatrices*/
int id;
/*offset matrix transforms vertex from model space to bone space*/
glm::mat4 offset;
};
```
此`BoneInfo`将存储我们的偏移矩阵以及一个唯一的id该id将用作索引将其存储在我们之前在着色器中看到的最终`BoneMatrices`数组中。现在我们将在Model中添加骨量提取支持
```c++
class Model
{
private:
...
std::map<string, BoneInfo> m_BoneInfoMap; //
int m_BoneCounter = 0;
auto& GetBoneInfoMap() { return m_BoneInfoMap; }
int& GetBoneCount() { return m_BoneCounter; }
...
void SetVertexBoneDataToDefault(Vertex& vertex)
{
for (int i = 0; i < MAX_BONE_WEIGHTS; i++)
{
vertex.m_BoneIDs[i] = -1;
vertex.m_Weights[i] = 0.0f;
}
}
Mesh processMesh(aiMesh* mesh, const aiScene* scene)
{
vector vertices;
vector indices;
vector textures;
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
SetVertexBoneDataToDefault(vertex);
vertex.Position = AssimpGLMHelpers::GetGLMVec(mesh->mVertices[i]);
vertex.Normal = AssimpGLMHelpers::GetGLMVec(mesh->mNormals[i]);
if (mesh->mTextureCoords[0])
{
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
...
ExtractBoneWeightForVertices(vertices,mesh,scene);
return Mesh(vertices, indices, textures);
}
void SetVertexBoneData(Vertex& vertex, int boneID, float weight)
{
for (int i = 0; i < MAX_BONE_WEIGHTS; ++i)
{
if (vertex.m_BoneIDs[i] < 0)
{
vertex.m_Weights[i] = weight;
vertex.m_BoneIDs[i] = boneID;
break;
}
}
}
void ExtractBoneWeightForVertices(std::vector& vertices, aiMesh* mesh, const aiScene* scene)
{
for (int boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
{
int boneID = -1;
std::string boneName = mesh->mBones[boneIndex]->mName.C_Str();
if (m_BoneInfoMap.find(boneName) == m_BoneInfoMap.end())
{
BoneInfo newBoneInfo;
newBoneInfo.id = m_BoneCounter;
newBoneInfo.offset = AssimpGLMHelpers::ConvertMatrixToGLMFormat(
mesh->mBones[boneIndex]->mOffsetMatrix);
m_BoneInfoMap[boneName] = newBoneInfo;
boneID = m_BoneCounter;
m_BoneCounter++;
}
else
{
boneID = m_BoneInfoMap[boneName].id;
}
assert(boneID != -1);
auto weights = mesh->mBones[boneIndex]->mWeights;
int numWeights = mesh->mBones[boneIndex]->mNumWeights;
for (int weightIndex = 0; weightIndex < numWeights; ++weightIndex)
{
int vertexId = weights[weightIndex].mVertexId;
float weight = weights[weightIndex].mWeight;
assert(vertexId <= vertices.size());
SetVertexBoneData(vertices[vertexId], boneID, weight);
}
}
}
...
};
```
我们首先声明一个映射`m_BoneInfoMap`和一个计数器`m_BoneCounter`,一旦我们读取到一个新的骨骼,它就会增加。我们在前面的图表中看到,每个`aiMesh`都包含与`aiMesh`关联的所有`aiBone`。骨量提取的整个过程都是从`processMesh`函数开始的。对于每个循环迭代,我们通过调用函数`SetVertexBoneDataToDefault`将`m_BoneID`和`m_Weights`设置为其默认值。就在`processMesh`函数结束之前,我们调用`ExtractBoneWeightData`。在`ExtractBoneWeightData`中我们为每个aiBone运行for循环并检查该骨骼是否已存在于`m_BoneInfoMap`中。如果我们找不到它那么它被认为是一块新骨头我们创建一个带有id的新`BoneInfo`,并将其关联的`mOffsetMatrix`存储到它。然后我们将这个新`BoneIInfo`存储在`m_BoneInfoMap`中,然后我们递增`m_BoneCounter`计数器为下一块骨头创建一个id。如果我们在`m_BoneInfoMap`中找到骨骼名称那么这意味着该骨骼会影响超出其范围的网格顶点。所以我们取它的Id进一步了解它会影响哪些顶点。
需要注意的一点是,我们正在调用`AssimpGLMHelpers::ConvertMatrixToGLMFormat`。Assimp以与GLM不同的格式存储其矩阵数据因此此函数仅为我们提供GLM格式的矩阵。
我们已经提取了骨骼的`offsetMatrix`,现在我们将简单地迭代其`aiVertexWeightarray`,提取将受此骨骼影响的所有顶点索引及其各自的权重,并调用`SetVertexBoneData`以使用提取的信息填充`Vertex.boneIds`和`Vertex.weights`。
呜!到这里你应当休息一下。
## 骨骼、动画和动画制作类
这是类的视图:
![bird_eye_view](../img/08/01/bird_eye_view.png)
让我们提醒自己我们正在努力实现什么。对于每个渲染帧我们希望平滑地插值继承中的所有骨骼并获得它们的最终变换矩阵这些矩阵将提供给着色器统一的finalBonesMatrix。以下是每个类的内容
**Bone** : 从aiNodeAnim读取所有关键帧数据的单个骨骼。它还将根据当前动画时间在关键帧之间进行插值即平移、缩放和旋转。
**AssimpNodeData** : 这个结构体将帮助我们将动画从Assimp提取出来。
**Animation** : 从aiAnimation读取数据并创建Bones的继承记录的资源。
**Animator** : 这将读取AssimpNodeData的继承方法以递归方式插入所有骨骼然后为我们准备所需的最终骨骼转换矩阵。
这就是代码:
```c++
struct KeyPosition
{
glm::vec3 position;
float timeStamp;
};
struct KeyRotation
{
glm::quat orientation;
float timeStamp;
};
struct KeyScale
{
glm::vec3 scale;
float timeStamp;
};
class Bone
{
private:
std::vector<KeyPosition> m_Positions;
std::vector<KeyRotation> m_Rotations;
std::vector<KeyScale> m_Scales;
int m_NumPositions;
int m_NumRotations;
int m_NumScalings;
glm::mat4 m_LocalTransform;
std::string m_Name;
int m_ID;
public:
/*reads keyframes from aiNodeAnim*/
Bone(const std::string& name, int ID, const aiNodeAnim* channel)
:
m_Name(name),
m_ID(ID),
m_LocalTransform(1.0f)
{
m_NumPositions = channel->mNumPositionKeys;
for (int positionIndex = 0; positionIndex < m_NumPositions; ++positionIndex)
{
aiVector3D aiPosition = channel->mPositionKeys[positionIndex].mValue;
float timeStamp = channel->mPositionKeys[positionIndex].mTime;
KeyPosition data;
data.position = AssimpGLMHelpers::GetGLMVec(aiPosition);
data.timeStamp = timeStamp;
m_Positions.push_back(data);
}
m_NumRotations = channel->mNumRotationKeys;
for (int rotationIndex = 0; rotationIndex < m_NumRotations; ++rotationIndex)
{
aiQuaternion aiOrientation = channel->mRotationKeys[rotationIndex].mValue;
float timeStamp = channel->mRotationKeys[rotationIndex].mTime;
KeyRotation data;
data.orientation = AssimpGLMHelpers::GetGLMQuat(aiOrientation);
data.timeStamp = timeStamp;
m_Rotations.push_back(data);
}
m_NumScalings = channel->mNumScalingKeys;
for (int keyIndex = 0; keyIndex < m_NumScalings; ++keyIndex)
{
aiVector3D scale = channel->mScalingKeys[keyIndex].mValue;
float timeStamp = channel->mScalingKeys[keyIndex].mTime;
KeyScale data;
data.scale = AssimpGLMHelpers::GetGLMVec(scale);
data.timeStamp = timeStamp;
m_Scales.push_back(data);
}
}
/*interpolates b/w positions,rotations & scaling keys based on the curren time of
the animation and prepares the local transformation matrix by combining all keys
tranformations*/
void Update(float animationTime)
{
glm::mat4 translation = InterpolatePosition(animationTime);
glm::mat4 rotation = InterpolateRotation(animationTime);
glm::mat4 scale = InterpolateScaling(animationTime);
m_LocalTransform = translation * rotation * scale;
}
glm::mat4 GetLocalTransform() { return m_LocalTransform; }
std::string GetBoneName() const { return m_Name; }
int GetBoneID() { return m_ID; }
/* Gets the current index on mKeyPositions to interpolate to based on
the current animation time*/
int GetPositionIndex(float animationTime)
{
for (int index = 0; index < m_NumPositions - 1; ++index)
{
if (animationTime < m_Positions[index + 1].timeStamp)
return index;
}
assert(0);
}
/* Gets the current index on mKeyRotations to interpolate to based on the
current animation time*/
int GetRotationIndex(float animationTime)
{
for (int index = 0; index < m_NumRotations - 1; ++index)
{
if (animationTime < m_Rotations[index + 1].timeStamp)
return index;
}
assert(0);
}
/* Gets the current index on mKeyScalings to interpolate to based on the
current animation time */
int GetScaleIndex(float animationTime)
{
for (int index = 0; index < m_NumScalings - 1; ++index)
{
if (animationTime < m_Scales[index + 1].timeStamp)
return index;
}
assert(0);
}
private:
/* Gets normalized value for Lerp & Slerp*/
float GetScaleFactor(float lastTimeStamp, float nextTimeStamp, float animationTime)
{
float scaleFactor = 0.0f;
float midWayLength = animationTime - lastTimeStamp;
float framesDiff = nextTimeStamp - lastTimeStamp;
scaleFactor = midWayLength / framesDiff;
return scaleFactor;
}
/*figures out which position keys to interpolate b/w and performs the interpolation
and returns the translation matrix*/
glm::mat4 InterpolatePosition(float animationTime)
{
if (1 == m_NumPositions)
return glm::translate(glm::mat4(1.0f), m_Positions[0].position);
int p0Index = GetPositionIndex(animationTime);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_Positions[p0Index].timeStamp,
m_Positions[p1Index].timeStamp, animationTime);
glm::vec3 finalPosition = glm::mix(m_Positions[p0Index].position,
m_Positions[p1Index].position, scaleFactor);
return glm::translate(glm::mat4(1.0f), finalPosition);
}
/*figures out which rotations keys to interpolate b/w and performs the interpolation
and returns the rotation matrix*/
glm::mat4 InterpolateRotation(float animationTime)
{
if (1 == m_NumRotations)
{
auto rotation = glm::normalize(m_Rotations[0].orientation);
return glm::toMat4(rotation);
}
int p0Index = GetRotationIndex(animationTime);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_Rotations[p0Index].timeStamp,
m_Rotations[p1Index].timeStamp, animationTime);
glm::quat finalRotation = glm::slerp(m_Rotations[p0Index].orientation,
m_Rotations[p1Index].orientation, scaleFactor);
finalRotation = glm::normalize(finalRotation);
return glm::toMat4(finalRotation);
}
/*figures out which scaling keys to interpolate b/w and performs the interpolation
and returns the scale matrix*/
glm::mat4 Bone::InterpolateScaling(float animationTime)
{
if (1 == m_NumScalings)
return glm::scale(glm::mat4(1.0f), m_Scales[0].scale);
int p0Index = GetScaleIndex(animationTime);
int p1Index = p0Index + 1;
float scaleFactor = GetScaleFactor(m_Scales[p0Index].timeStamp,
m_Scales[p1Index].timeStamp, animationTime);
glm::vec3 finalScale = glm::mix(m_Scales[p0Index].scale, m_Scales[p1Index].scale
, scaleFactor);
return glm::scale(glm::mat4(1.0f), finalScale);
}
};
```
我们首先为我们的键类型创建3个结构。每个结构都有一个值和一个时间戳。时间戳告诉我们在动画的哪个点需要插值到它的值。Bone有一个构造函数它从`aiNodeAnim`读取密钥并将密钥及其时间戳存储到`mPositionKeys`、`mRotationKeys`和`mScalingKeys`。主要插值过程从更新(float animationTime)开始该过程在每帧调用一次。此函数调用所有键类型的相应插值函数并组合所有最终插值结果并将其存储到4x4矩阵`m_LocalTransform`中。平移和缩放关键点的插值函数相似但对于旋转我们使用Slerp在四元数之间进行插值。Lerp和Slerp都有3个论点。第一个参数取最后一个键第二个参数取下一个键和第三个参数取范围为0-1的值我们在这里称之为比例因子。让我们看看如何在函数`GetScaleFactor`中计算这个比例因子:
![](../img/08/01/scale_factor.png)
在代码中:
**float midWayLength = animationTime - lastTimeStamp;**
**float framesDiff = nextTimeStamp - lastTimeStamp;**
**scaleFactor = midWayLength / framesDiff;**
现在让我们继续转到**Animation**类:
```c++
struct AssimpNodeData
{
glm::mat4 transformation;
std::string name;
int childrenCount;
std::vector<AssimpNodeData> children;
};
class Animation
{
public:
Animation() = default;
Animation(const std::string& animationPath, Model* model)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(animationPath, aiProcess_Triangulate);
assert(scene && scene->mRootNode);
auto animation = scene->mAnimations[0];
m_Duration = animation->mDuration;
m_TicksPerSecond = animation->mTicksPerSecond;
ReadHeirarchyData(m_RootNode, scene->mRootNode);
ReadMissingBones(animation, *model);
}
~Animation()
{
}
Bone* FindBone(const std::string& name)
{
auto iter = std::find_if(m_Bones.begin(), m_Bones.end(),
[&](const Bone& Bone)
{
return Bone.GetBoneName() == name;
}
);
if (iter == m_Bones.end()) return nullptr;
else return &(*iter);
}
inline float GetTicksPerSecond() { return m_TicksPerSecond; }
inline float GetDuration() { return m_Duration;}
inline const AssimpNodeData& GetRootNode() { return m_RootNode; }
inline const std::map<std::string,BoneInfo>& GetBoneIDMap()
{
return m_BoneInfoMap;
}
private:
void ReadMissingBones(const aiAnimation* animation, Model& model)
{
int size = animation->mNumChannels;
auto& boneInfoMap = model.GetBoneInfoMap();//getting m_BoneInfoMap from Model class
int& boneCount = model.GetBoneCount(); //getting the m_BoneCounter from Model class
//reading channels(bones engaged in an animation and their keyframes)
for (int i = 0; i < size; i++)
{
auto channel = animation->mChannels[i];
std::string boneName = channel->mNodeName.data;
if (boneInfoMap.find(boneName) == boneInfoMap.end())
{
boneInfoMap[boneName].id = boneCount;
boneCount++;
}
m_Bones.push_back(Bone(channel->mNodeName.data,
boneInfoMap[channel->mNodeName.data].id, channel));
}
m_BoneInfoMap = boneInfoMap;
}
void ReadHeirarchyData(AssimpNodeData& dest, const aiNode* src)
{
assert(src);
dest.name = src->mName.data;
dest.transformation = AssimpGLMHelpers::ConvertMatrixToGLMFormat(src->mTransformation);
dest.childrenCount = src->mNumChildren;
for (int i = 0; i < src->mNumChildren; i++)
{
AssimpNodeData newData;
ReadHeirarchyData(newData, src->mChildren[i]);
dest.children.push_back(newData);
}
}
float m_Duration;
int m_TicksPerSecond;
std::vector<Bone> m_Bones;
AssimpNodeData m_RootNode;
std::map<std::string, BoneInfo> m_BoneInfoMap;
};
```
在这里,动画对象的创建从构造函数开始。这需要两个论点。首先,动画文件的路径&第二个参数是该动画的模型。稍后您将看到我们为什么需要此模型参考。然后,我们创建一个`Assimp::Importer`来读取动画文件,然后进行断言检查,如果找不到动画,该检查将引发错误。然后我们读取一般的动画数据,比如这个动画有多长,即`mDuration`和由`mTicksPerSecond`表示的动画速度。然后我们调用`ReadHeirarchyData`它复制Assimp的`aiNode`继承权并创建`AssimpNodeData`的继承权。
然后我们调用一个名为`ReadMissingBones`的函数。我不得不编写这个函数因为有时当我单独加载FBX模型时它缺少一些骨骼而我在动画文件中找到了这些缺失的骨骼。此函数读取丢失的骨骼信息并将其信息存储在模型的`m_BoneInfoMap`中,并在`m_BoneIInfoMap`中本地保存`m_BoneIinfoMap`的引用。
我们已经准备好了动画。现在让我们看看我们的最后阶段Animator类
```c++
class Animator
{
public:
Animator::Animator(Animation* Animation)
{
m_CurrentTime = 0.0;
m_CurrentAnimation = currentAnimation;
m_FinalBoneMatrices.reserve(100);
for (int i = 0; i < 100; i++)
m_FinalBoneMatrices.push_back(glm::mat4(1.0f));
}
void Animator::UpdateAnimation(float dt)
{
m_DeltaTime = dt;
if (m_CurrentAnimation)
{
m_CurrentTime += m_CurrentAnimation->GetTicksPerSecond() * dt;
m_CurrentTime = fmod(m_CurrentTime, m_CurrentAnimation->GetDuration());
CalculateBoneTransform(&m_CurrentAnimation->GetRootNode(), glm::mat4(1.0f));
}
}
void Animator::PlayAnimation(Animation* pAnimation)
{
m_CurrentAnimation = pAnimation;
m_CurrentTime = 0.0f;
}
void Animator::CalculateBoneTransform(const AssimpNodeData* node, glm::mat4 parentTransform)
{
std::string nodeName = node->name;
glm::mat4 nodeTransform = node->transformation;
Bone* Bone = m_CurrentAnimation->FindBone(nodeName);
if (Bone)
{
Bone->Update(m_CurrentTime);
nodeTransform = Bone->GetLocalTransform();
}
glm::mat4 globalTransformation = parentTransform * nodeTransform;
auto boneInfoMap = m_CurrentAnimation->GetBoneIDMap();
if (boneInfoMap.find(nodeName) != boneInfoMap.end())
{
int index = boneInfoMap[nodeName].id;
glm::mat4 offset = boneInfoMap[nodeName].offset;
m_FinalBoneMatrices[index] = globalTransformation * offset;
}
for (int i = 0; i < node->childrenCount; i++)
CalculateBoneTransform(&node->children[i], globalTransformation);
}
std::vector<glm::mat4> GetFinalBoneMatrices()
{
return m_FinalBoneMatrices;
}
private:
std::vector<glm::mat4> m_FinalBoneMatrices;
Animation* m_CurrentAnimation;
float m_CurrentTime;
float m_DeltaTime;
};
```
`Animator`构造函数将播放动画,然后继续将动画时间`m_CurrentTime`重置为0。它还初始化`m_FinalBoneMatrices`,这是一个`std::vector\<glm::mat4\>`。这里的主要注意点是`UpdateAnimation(float deltaTime)`函数。它以`m_TicksPerSecond`的速率推进`m_CurrentTime`,然后调用`CalculateBoneTransform`函数。我们将在开始时传递两个参数,第一个是`m_CurrentAnimation`的`m_RootNode`,第二个是作为`parentTransform`传递的身份矩阵。然后,通过在`animation`的`m_Bones`数组中查找`m_RootNodes`骨骼来检查该骨骼是否参与该动画。如果找到骨骼,则调用`bone.Update()`函数,该函数对所有骨骼进行插值,并将局部骨骼变换矩阵返回到`nodeTransform`。但这是局部空间矩阵,如果在着色器中传递,将围绕原点移动骨骼。因此,我们将这个`nodeTransform`与parentTransform相乘并将结果存储在`globalTransformation`中。这就足够了,但顶点仍在默认模型空间中。我们在`m_BoneInfoMap`中找到偏移矩阵,然后将其与`globalTransfromMatrix`相乘。我们还将获得id索引该索引将用于写入该骨骼到`m_FinalBoneMatrices`的最终转换。
最后我们为该节点的每个子节点调用`CalculateBoneTransform`,并将`globalTransformation`作为`parentTransform`传递。当没有子节点需要进一步处理时,我们会跳出这个递归循环。
## 让我们动起来
我们辛勤工作的成果终于来了以下是我们将如何在main.cpp中播放动画
```c++
int main()
{
...
Model ourModel(FileSystem::getPath("resources/objects/vampire/dancing_vampire.dae"));
Animation danceAnimation(FileSystem::getPath("resources/objects/vampire/dancing_vampire.dae"),
&ourModel);
Animator animator(&danceAnimation);
// draw in wireframe
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
animator.UpdateAnimation(deltaTime);
// render
// ------
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// don't forget to enable shader before setting uniforms
ourShader.use();
// view/projection transformations
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
ourShader.setMat4("projection", projection);
ourShader.setMat4("view", view);
auto transforms = animator.GetFinalBoneMatrices();
for (int i = 0; i < transforms.size(); ++i)
ourShader.setMat4("finalBonesMatrices[" + std::to_string(i) + "]", transforms[i]);
// render the loaded model
glm::mat4 model = glm::mat4(1.0f);
// translate it down so it's at the center of the scene
model = glm::translate(model, glm::vec3(0.0f, -0.4f, 0.0f));
// it's a bit too big for our scene, so scale it down
model = glm::scale(model, glm::vec3(.5f, .5f, .5f));
ourShader.setMat4("model", model);
ourModel.Draw(ourShader);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
```
我们从加载模型开始,该模型将为着色器设置骨骼重量数据,然后通过为其提供路径来创建动画。然后,我们通过将创建的`Animation`传递给它来创建`Animator`对象。在渲染循环中,我们更新`Animator`,进行最终的骨骼变换并将其提供给着色器。这是我们一直在等待的输出:
![output](../img/08/01/output.gif)
从[此处](https://learnopengl.com/Model-Loading/Assimp)下载使用的模型。请注意动画和网格是在单个DAE(collada)文件中烘焙的。你可以在[这里](https://learnopengl.com/code_viewer_gh.php?code=src/8.guest/2020/skeletal_animation/skeletal_animation.cpp)找到这个演示的完整源代码。
## 延伸阅读
[Quaternions](http://www.songho.ca/math/quaternion/quaternion.html): An article by songho to understand quaternions in depth.
[Skeletal Animation with Assimp](http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html): An article by OGL Dev.
[Skeletal Animation with Java](https://youtu.be/f3Cr8Yx3GGA): A fantastic youtube playlist by Thin Matrix.
[Why Quaternions should be used for Rotation](https://www.gamasutra.com/view/feature/131686/rotating_objects_using_quaternions.php): An awesome gamasutra article.

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