osgAnimationSkinning这个示例主要使用了osgAnimation中的骨骼蒙皮动画,关于骨骼蒙皮动画的介绍可以参考Skinned Mesh原理解析和一个最简单的实现示例这篇CSDN的博客,里面用Glut实现了一个简单的蒙皮动画,整篇文章对骨骼动画和蒙皮进行了详尽的阐述,相信读完之后可以对骨骼动画有更深的理解。
源码中createAxis创建了一个坐标系,代码十分的简单,仅仅是画出三条坐标轴线而已。
osg::Geode* createAxis() { osg::Geode* geode (new osg::Geode()); osg::Geometry* geometry (new osg::Geometry()); osg::Vec3Array* vertices (new osg::Vec3Array()); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 1.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 1.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 0.0)); vertices->push_back (osg::Vec3 ( 0.0, 0.0, 1.0)); geometry->setVertexArray (vertices); osg::Vec4Array* colors (new osg::Vec4Array()); colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 1.0f, 0.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f)); colors->push_back (osg::Vec4 (0.0f, 0.0f, 1.0f, 1.0f)); geometry->setColorArray (colors, osg::Array::BIND_PER_VERTEX); geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6)); geode->addDrawable( geometry ); return geode; }createTesselatedBox这个函数做的是创建了骨骼动画的蒙皮Mesh,相当于给骨骼做了一件“衣服”,我们看看它怎么创建的:
float step = size / static_cast<float>(nsplit); float s = 0.5f/4.0f; for (int i = 0; i < nsplit; i++) { float x = -1.0f + static_cast<float>(i) * step; std::cout << x << std::endl; vertices->push_back (osg::Vec3 ( x, s, s)); vertices->push_back (osg::Vec3 ( x, -s, s)); vertices->push_back (osg::Vec3 ( x, -s, -s)); vertices->push_back (osg::Vec3 ( x, s, -s)); osg::Vec3 c (0.0f,0.0f,0.0f); c[i%3] = 1.0f; colors->push_back (c); colors->push_back (c); colors->push_back (c); colors->push_back (c); } osg::ref_ptr<osg::UIntArray> array = new osg::UIntArray; for (int i = 0; i < nsplit - 1; i++) { int base = i * 4; //Top array->push_back(base); array->push_back(base+1); array->push_back(base+4); array->push_back(base+1); array->push_back(base+5); array->push_back(base+4); //Back array->push_back(base+3); array->push_back(base); array->push_back(base+4); array->push_back(base+7); array->push_back(base+3); array->push_back(base+4); //Front array->push_back(base+5); array->push_back(base+1); array->push_back(base+2); array->push_back(base+2); array->push_back(base+6); array->push_back(base+5); //Bottom array->push_back(base+2); array->push_back(base+3); array->push_back(base+7); array->push_back(base+6); array->push_back(base+2); array->push_back(base+7); }
通过上面的注解可以知道,函数createTesselatedBox(int nsplit, float size)的两个参数,其中nsplit是把这个立方体柱分成了nsplit-1段,然后每段一个立方体的4个面,这段代码使用的是DrawElement的方式创建的,因此它传入的是索引值。
接下来就是Skin info的操作,给不同的顶点绑定到骨骼上,并且给这些顶点赋予权值,这个示例中设置权值的方式比较简单,所有X在-1到0之间的顶点只受到骨骼Bon0的影响,所有X在0到1之间的顶点只受Bone1的影响,所有X值大于1的顶点只受到Bone2的影响。
void initVertexMap(osgAnimation::Bone* b0, osgAnimation::Bone* b1, osgAnimation::Bone* b2, osgAnimation::RigGeometry* geom, osg::Vec3Array* array) { //osgAnimation::VertexInfluenceSet vertexesInfluences; osgAnimation::VertexInfluenceMap* vim = new osgAnimation::VertexInfluenceMap; (*vim)[b0->getName()].setName(b0->getName()); (*vim)[b1->getName()].setName(b1->getName()); (*vim)[b2->getName()].setName(b2->getName()); for (int i = 0; i < (int)array->size(); i++) { float val = (*array)[i][0]; std::cout << val << std::endl; if (val >= -1.0f && val <= 0.0f) (*vim)[b0->getName()].push_back(osgAnimation::VertexIndexWeight(i,1.0f)); else if ( val > 0.0f && val <= 1.0f) (*vim)[b1->getName()].push_back(osgAnimation::VertexIndexWeight(i,1.0f)); else if ( val > 1.0f) (*vim)[b2->getName()].push_back(osgAnimation::VertexIndexWeight(i,1.0f)); } geom->setInfluenceMap(vim); }主函数main里面主要创建了骨骼动画:
osg::ref_ptr<osgAnimation::Skeleton> skelroot = new osgAnimation::Skeleton; skelroot->setDefaultUpdateCallback(); osg::ref_ptr<osgAnimation::Bone> root = new osgAnimation::Bone; root->setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(-1.0,0.0,0.0))); root->setName("root"); osgAnimation::UpdateBone* pRootUpdate = new osgAnimation::UpdateBone("root"); pRootUpdate->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("translate",osg::Vec3(-1.0f,0.0f,0.0f))); root->setUpdateCallback(pRootUpdate); osg::ref_ptr<osgAnimation::Bone> right0 = new osgAnimation::Bone; right0->setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(0.0,0.0,0.0))); right0->setName("right0"); osgAnimation::UpdateBone* pRight0Update = new osgAnimation::UpdateBone("right0"); pRight0Update->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("translate", osg::Vec3(1.0f,0.0f,0.0f))); pRight0Update->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("rotate", osg::Vec3(0.0f,0.0f,1.0f), 0.0)); right0->setUpdateCallback(pRight0Update); osg::ref_ptr<osgAnimation::Bone> right1 = new osgAnimation::Bone; right1->setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(1.0,0.0,0.0))); right1->setName("right1"); osgAnimation::UpdateBone* pRight1Update = new osgAnimation::UpdateBone("right1"); pRight1Update->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("translate", osg::Vec3(1.0f,0.0f,0.0f))); pRight1Update->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("rotate", osg::Vec3(0.0f,0.0f,1.0f), 0.0)); right1->setUpdateCallback(pRight1Update); root->addChild(right0.get()); right0->addChild(right1.get()); skelroot->addChild(root.get());以上代码创建了骨骼的框架,这个创建骨骼的模式还是比较固定的,需要注意的是UpdateBone的名称需要和下面Channel的SetTargetName名称一致,UpdateBone里面StackedTransformElement需要和Channel的Name一致
osg::Group* scene = new osg::Group; osg::ref_ptr<osgAnimation::BasicAnimationManager> manager = new osgAnimation::BasicAnimationManager; scene->setUpdateCallback(manager.get()); osgAnimation::Animation* anim = new osgAnimation::Animation; { osgAnimation::FloatKeyframeContainer* keys0 = new osgAnimation::FloatKeyframeContainer; keys0->push_back(osgAnimation::FloatKeyframe(0.0,0.0f)); keys0->push_back(osgAnimation::FloatKeyframe(3.0,osg::PI_2)); keys0->push_back(osgAnimation::FloatKeyframe(6.0,osg::PI_2)); osgAnimation::FloatLinearSampler* sampler = new osgAnimation::FloatLinearSampler; sampler->setKeyframeContainer(keys0); osgAnimation::FloatLinearChannel* channel = new osgAnimation::FloatLinearChannel(sampler); channel->setName("rotate"); channel->setTargetName("right0"); anim->addChannel(channel); } { osgAnimation::FloatKeyframeContainer* keys1 = new osgAnimation::FloatKeyframeContainer; keys1->push_back(osgAnimation::FloatKeyframe(0.0,0.0f)); keys1->push_back(osgAnimation::FloatKeyframe(3.0,0.0f)); keys1->push_back(osgAnimation::FloatKeyframe(6.0,osg::PI_2)); osgAnimation::FloatLinearSampler* sampler = new osgAnimation::FloatLinearSampler; sampler->setKeyframeContainer(keys1); osgAnimation::FloatLinearChannel* channel = new osgAnimation::FloatLinearChannel(sampler); channel->setName("rotate"); channel->setTargetName("right1"); anim->addChannel(channel); } manager->registerAnimation(anim); //manager->buildTargetReference(); // let's start ! manager->playAnimation(anim);这段代码创建了骨骼动画运行的关键帧。
osg::MatrixTransform* rootTransform = new osg::MatrixTransform; rootTransform->setMatrix(osg::Matrix::rotate(osg::PI_2,osg::Vec3(1.0f,0.0f,0.0f))); right0->addChild(createAxis()); right0->setDataVariance(osg::Object::DYNAMIC); right1->addChild(createAxis()); right1->setDataVariance(osg::Object::DYNAMIC); osg::MatrixTransform* trueroot = new osg::MatrixTransform; trueroot->setMatrix(osg::Matrix(root->getMatrixInBoneSpace().ptr())); trueroot->addChild(createAxis()); trueroot->addChild(skelroot.get()); trueroot->setDataVariance(osg::Object::DYNAMIC); rootTransform->addChild(trueroot); scene->addChild(rootTransform);上面的这段代码把可绘制实体添加到骨骼动画之中,这样我们才能看见骨骼动画的实际效果。这些Geode将抽象的骨骼变换具体化,能让我们看见Geode上面绑定着的骨骼的运动效果。
最后一步当然是进行骨骼动画的蒙皮操作了,将蒙皮Mesh设置好与骨骼的绑定以及权值之后,将这个节点添加到Skeleton节点之下就可以了:
osgAnimation::RigGeometry* geom = createTesselatedBox(4, 4.0f); osg::Geode* geode = new osg::Geode; geode->addDrawable(geom); skelroot->addChild(geode); osg::ref_ptr<osg::Vec3Array> src = dynamic_cast<osg::Vec3Array*>(geom->getSourceGeometry()->getVertexArray()); geom->getOrCreateStateSet()->setMode(GL_LIGHTING, false); geom->setDataVariance(osg::Object::DYNAMIC); initVertexMap(root.get(), right0.get(), right1.get(), geom, src.get());最后编译运行程序