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「我嘗試學習骨骼動畫,所以我有很多誤解」 我有一個非常簡單的JSON格式文件從Blender導出,其中一個立方體和一個骨骼僅旋轉4幀,因此我加載VBO其中有4個屬性的位置vec4,正常vec4,重量VEC2並且被正確地呈現骨指數VEC2,骨具有POS,rotq和縮放所以就用下面的函數來創建所述骨的變換矩陣OpenGL ES2骨骼動畫
public static float[] createMat4(float[] t, float[] r, float[] s) {
float[] mat4 = new float[16];
float[] T = new float[16];
float[] R = new float[16];
float[] S = new float[16];
setIdentityM(T, 0);
setIdentityM(R, 0);
setIdentityM(S, 0);
translateM(T, 0, t[0], t[1], t[2]);
rotateM(R, 0, r[3], r[0], r[1], r[2]);
scaleM(S, 0, s[0], s[1], s[2]);
float[] temp = new float[16];
multiplyMM(temp, 0, T, 0, R, 0);
multiplyMM(mat4, 0, temp, 0, S, 0);
return mat4;
}
所以我計算骨骼最終矩陣與乘法的反轉綁定「據我所知」的每一幀我乘這個矩陣的關鍵幀矩陣,這也是我通過以前的方法從POS,rotq和SCL,最後我上傳這些矩陣由MAT4到GPU []均勻,這是頂點着色器
uniform mat4 modelview;
uniform mat4 projection;
uniform mat4 bones[BONES];
uniform int animated;
attribute vec4 vertexPosition;
attribute vec4 vertexNormal;
attribute vec2 textureCoords;
attribute vec2 skinweight;
attribute vec2 skinindex;
varying vec2 vTextureCoords;
varying vec4 viewDir;
varying vec4 modelviewNormal;
varying mat4 mv;
void main() {
mv=modelview;
vec4 newVertex;
vec4 newNormal;
if(animated==1){
int index;
index=int(skinindex.x);
newVertex += (bones[index] * vertexPosition * skinweight.x) ;
newNormal += (bones[index] * vertexPosition * skinweight.x) ;
index=int(skinindex.y);
newVertex += (bones[index] * vertexPosition * skinweight.y);
newNormal += (bones[index] * vertexNormal* skinweight.y);
}
else{
newVertex=vertexPosition;
newNormal=vertexNormal;
}
vec4 modelviewVertex=(modelview * newNormal);
modelviewNormal = normalize(modelviewVertex);
viewDir = normalize(-modelview*newVertex);
vTextureCoords = textureCoords;
gl_Position = (projection * modelview)* vec4(newVertex.xyz, 1.0);
}