动画COLLADA模型问题

| 我在为加载的COLLADA模型设置动画时遇到一些问题。我已经编写了自己的解析器,现在我也想编写自己的绘制例程。问题在于,一旦在模型上启用动画,手,腿和头就会从模型的原点拉开。 (加载器是根据此处的教程实现的:COLLADA教程) 在模型的绘制功能中,我要做的第一件事是使用读取块中的给定目标设置关节矩阵(不是世界矩阵!), 例如,如果我阅读类似的频道:
<channel source=\"#some_sampler\" target=\"some_joint/transform(3)(2)\"/>
在第一步中,我将使用sid = \“ transform \”从joint \的jointMatrix修改矩阵分量(3)(2):
if( mCurrentAnimations_.size() > 0 ) {
    unsigned currentFrame = GEAR::Root::getSingleton().getFrameEvent().frame;
    bool updateTime = false;
    if( currentFrame != mLastFrameUpdate_ ) {
        if( timeSinceLastFrame < 1.0f ) 
            updateTime = true;
        mLastFrameUpdate_ = currentFrame;
    }

    /****************************************************
     * If we have an active animation,                  *
     * we animate it in each of it\'s defined channels   *
     ***************************************************/
    std::list<DAEAnimation*>::iterator it = mCurrentAnimations_.begin();
    while( it != mCurrentAnimations_.end() ) {
        for( int c = 0; c < (*it)->animation->channels.size(); ++c ) {
            // update the time of the channelanimation if requested
            if( updateTime ) {
                (*it)->channelStates[c].elapsedTime += timeSinceLastFrame;
            }

            GEAR::COLLADA::Channel* channel = (*it)->animation->channels[c];
            // read the two indices depending on the time we\'re 
            int firstKeyframeTimeIndex = 0;
            int secondKeyframeTimeIndex = 0;
            for( int i = 0; i < channel->sampler->inputSource->mFloatArray_->mCount_; ++i ) {
                float time = channel->sampler->inputSource->mFloatArray_->mFloats_[i];
                if( firstKeyframeTimeIndex == secondKeyframeTimeIndex && time > (*it)->channelStates[c].elapsedTime && i > 0) {
                    firstKeyframeTimeIndex = i-1;
                    secondKeyframeTimeIndex = i;
                    break;
                }
                if( firstKeyframeTimeIndex == secondKeyframeTimeIndex && i == channel->sampler->inputSource->mFloatArray_->mCount_-1 ) {
                    (*it)->channelStates[c].elapsedTime = 0.0f;
                    firstKeyframeTimeIndex = i;
                    secondKeyframeTimeIndex = 0;
                    break;
                }
            }
            // look what kind of TargetAccessor we have
            if( channel->targetAccessor != NULL && channel->targetAccessor->type == GEAR::MATRIX_ACCESSOR ) {
                // ok we have to read 1 value for first and second index
                float firstValue = channel->sampler->outputSource->mFloatArray_->mFloats_[firstKeyframeTimeIndex];
                float secondValue = channel->sampler->outputSource->mFloatArray_->mFloats_[secondKeyframeTimeIndex];

                float firstTime = channel->sampler->inputSource->mFloatArray_->mFloats_[firstKeyframeTimeIndex];
                float secondTime = channel->sampler->inputSource->mFloatArray_->mFloats_[secondKeyframeTimeIndex];
                float interpolateValue = 1.0f / (secondTime - firstTime) * (secondTime - (*it)->channelStates[c].elapsedTime);
                // now we calculate an linear interpolated value
                float value = (secondValue*interpolateValue) + (firstValue*(1.0-interpolateValue));

                // now we have to write this value to the Joint\'s Matrix
                int entry = ((COLLADA::MatrixTargetAccessor*)channel->targetAccessor)->firstAccessor*4+((COLLADA::MatrixTargetAccessor*)channel->targetAccessor)->secondAccessor;
                channel->targetJoint->matrix->jointSpaceMatrix.entries[entry] = channel->targetJoint->matrix->matrix.entries[entry] + value;
            }
        }
        ++it;
    }
}
在所有通道修改了jointMatrices之后,我通过在根Joint上调用以下函数来重新计算joint的worldMatrices:
    void 
COLLADA::Joint::recalcWorldSpaceTransMat() {
    GEAR::Mat4 parentMat;
    if( parent != NULL )
        parentMat = parent->worldSpaceTransformationMatrix;
    // @todo Here we have to test against NULL!
    if( matrix != NULL ) 
        this->worldSpaceTransformationMatrix = parentMat * matrix->jointSpaceMatrix;
    else {
        this->worldSpaceTransformationMatrix = parentMat;
    }
    //std::cout << \"Joint \" << sid << \" recalculated\\n\";
    for( int i = 0; i < mChildJoints_.size(); ++i )
        mChildJoints_[i]->recalcWorldSpaceTransMat();
}
现在一切都准备就绪,可以在我的draw函数的最后一部分下面绘制模型宽度:
for( int i = 0; i < mSubMeshes_.size(); ++i ) {
    for( int k = 0; k < mSubMeshes_[i]->mSubMeshes_.size(); ++k ) {
        // first we animate it
        GEAR::DAESubMesh* submesh = mSubMeshes_[i]->mSubMeshes_[k];
        submesh->buffer->lock( true );
        {
            for( unsigned v = 0; v < submesh->buffer->getNumVertices(); ++v ) {
                // get the array of joints, which influence the current vertex
                DAEVertexInfo* vertexInfo = submesh->vertexInfo[v];
                GEAR::Vec3 vertex; // do not init the vertex with any value!
                float totalWeight = 0.0f;
                for( int j = 0; j < vertexInfo->joints.size(); ++j ) {
                    Mat4& invBindPoseMatrix = vertexInfo->joints[j]->joint->invBindPoseMatrix;
                    Mat4& transMat = vertexInfo->joints[j]->joint->worldSpaceTransformationMatrix;
                    totalWeight += vertexInfo->joints[j]->weight;
                    vertex += (transMat*invBindPoseMatrix*(submesh->skin->bindShapeMatrix*vertexInfo->vertex))*vertexInfo->joints[j]->weight;
                }
                if( totalWeight != 1.0f ) {
                    float normalizedWeight = 1.0f / totalWeight;
                    vertex *= normalizedWeight;
                }
                submesh->buffer->bufferVertexPos( v, vertex );
            }
        }
        submesh->buffer->unlock();

        mSubMeshes_[i]->mSubMeshes_[k]->buffer->draw( GEAR::TRIANGLES, 0, mSubMeshes_[i]->mSubMeshes_[k]->buffer->getNumVertices() );
    }
}
现在的问题是,输出如下所示: 我肯定正确执行了数据加载例程,因为可以看到行走的人的一般动画,但是网格变形了: 正如我所说,当我取消注释时:
channel->targetJoint->matrix->jointSpaceMatrix.entries[entry] = channel->targetJoint->matrix->matrix.entries[entry] + value;
动画被禁用,并且模型以其标准姿势显示: 现在,另外,当我在重新计算关节的worldMatrix之前,向jointMatrices的前3列添加规范化内容时:
GEAR::Vec3 row1( matrix->jointSpaceMatrix.entries[0], matrix->jointSpaceMatrix.entries[1], matrix->jointSpaceMatrix.entries[2] );
row1.normalize();
matrix->jointSpaceMatrix.entries[0] = row1.x;
matrix->jointSpaceMatrix.entries[1] = row1.y;
matrix->jointSpaceMatrix.entries[2] = row1.z;
GEAR::Vec3 row2( matrix->jointSpaceMatrix.entries[4], matrix->jointSpaceMatrix.entries[5], matrix->jointSpaceMatrix.entries[6] );
row2.normalize();
matrix->jointSpaceMatrix.entries[4] = row2.x;
matrix->jointSpaceMatrix.entries[5] = row2.y;
matrix->jointSpaceMatrix.entries[6] = row2.z;
GEAR::Vec3 row3( matrix->jointSpaceMatrix.entries[8], matrix->jointSpaceMatrix.entries[9], matrix->jointSpaceMatrix.entries[10] );
row3.normalize();
matrix->jointSpaceMatrix.entries[8] = row3.x;
matrix->jointSpaceMatrix.entries[9] = row3.y;
matrix->jointSpaceMatrix.entries[10] = row3.z;
问题仍然存在,但是这次在另一个输出中。 Man现在看起来像一个外星人:D,但这减少了缩放比例: 我现在不完全正确,是否已经按照正确的方式进行了标准化。真的需要这种规范化吗?本教程中没有对此进行描述,而且我也找不到任何相关的内容。 毕竟,我从教程页面的代码中了解了插值的实现。 AND:他们根本不使用任何四元数来插入孔矩阵。他们的工作如下(这对我不起作用):
        Mat4 temp;

    for (int i = 0; i < 16; ++i)
        temp.entries[i] = interpolatef(matrix->jointSpaceMatrixStart.entries[i],matrix->jointSpaceMatrixFinish.entries[i],matrix->delta);

    Vec3 forward,up,right,translation;
    forward = Vec3(temp.entries[8], temp.entries[9], temp.entries[10]);
    up= Vec3(temp.entries[4], temp.entries[5], temp.entries[6]);
    right = Vec3(temp.entries[0], temp.entries[1], temp.entries[2]);

    forward.normalize();
    up.normalize();
    right.normalize();

    temp.entries[8] = forward.x; temp.entries[9] = forward.y; temp.entries[10] = forward.z;
    temp.entries[4] = up.x; temp.entries[5] = up.y; temp.entries[6] = up.z;
    temp.entries[0] = right.x; temp.entries[1] = right.y; temp.entries[2] = right.z;

    matrix->jointSpaceMatrix = GEAR::Mat4(temp);
然后我以其他方式使用四元数(也不适用于我):
        // wat we need for interpolation: rotMatStart, rotMatFinish, delta

    // create rotation matrices from our 2 given matrices
    GEAR::Mat4 rotMatStart = matrix->jointSpaceMatrixStart;
    rotMatStart.setTranslationPart( GEAR::VEC3_ZERO );
    GEAR::Mat4 rotMatFinish = matrix->jointSpaceMatrixFinish;
    rotMatFinish.setTranslationPart( GEAR::VEC3_ZERO );

    rotMatStart.transpose();
    rotMatFinish.transpose();

    // create Quaternions, which represent these 2 matrices
    float w = GEAR::Tools::sqr(1.0 + rotMatStart.entries[0] + rotMatStart.entries[5] + rotMatStart.entries[10]) / 2.0;
    float w4 = (4.0 * w);
    float x = (rotMatStart.entries[6] - rotMatStart.entries[9]) / w4 ;
    float y = (rotMatStart.entries[8] - rotMatStart.entries[2]) / w4 ;
    float z = (rotMatStart.entries[1] - rotMatStart.entries[4]) / w4 ;
    GEAR::Quaternion rotQuadStart(x, y, z, w);
    rotQuadStart.normalize();
    w = GEAR::Tools::sqr(1.0 + rotMatFinish.entries[0] + rotMatFinish.entries[5] + rotMatFinish.entries[10]) / 2.0;
    w4 = (4.0 * w);
    x = (rotMatFinish.entries[6] - rotMatFinish.entries[9]) / w4 ;
    y = (rotMatFinish.entries[8] - rotMatFinish.entries[2]) / w4 ;
    z = (rotMatFinish.entries[1] - rotMatFinish.entries[4]) / w4 ;
    GEAR::Quaternion rotQuadFinish(x, y, z, w);
    rotQuadFinish.normalize();

    // create the interpolated rotation matrix
    GEAR::Quaternion slerpedRotQuat = slerp(rotQuadStart, rotQuadFinish, matrix->delta );
    slerpedRotQuat.normalize();
    GEAR::Mat4 rotMat;
    slerpedRotQuat.createMatrix( rotMat );

    // interpolate the translation part
    GEAR::Vec3 transVecStart(0.0,0.0,0.0);
    matrix->jointSpaceMatrixStart.getTranslatedVector3D( transVecStart );
    GEAR::Vec3 transVecFinish(0.0,0.0,0.0);
    matrix->jointSpaceMatrixFinish.getTranslatedVector3D( transVecFinish );

    GEAR::Mat4 transMat;
    transMat.setTranslation( transVecFinish*matrix->delta + (transVecStart*(1.0f-matrix->delta)) );
    // now write the resulting Matrix back to the Joint
    matrix->jointSpaceMatrix = transMat * rotMat;
它也对我不起作用。似乎没有任何作用。我真的不知道这是怎么回事。 现在过了两天,由于datenwolf的回答,我开始工作了 我想告诉我所有的工作方式。现在,一切似乎都很清楚,而且一直都只有一小步。 现在我们从动画部分开始。我遍历所有通道,并将起点和终点值以及插值增量值(范围0.0 1.0)保存到关节,该通道会进行动画处理:
if( mCurrentAnimations_.size() > 0 ) {
    unsigned currentFrame = GEAR::Root::getSingleton().getFrameEvent().frame;
    bool updateTime = false;
    if( currentFrame != mLastFrameUpdate_ ) {
        if( timeSinceLastFrame < 1.0f ) 
            updateTime = true;
        mLastFrameUpdate_ = currentFrame;
    }

    /****************************************************
     * If we have an active animation,                  *
     * we animate it in each of it\'s defined channels   *
     ***************************************************/
    std::list<DAEAnimation*>::iterator it = mCurrentAnimations_.begin();
    while( it != mCurrentAnimations_.end() ) {
        for( int c = 0; c < (*it)->animation->channels.size(); ++c ) {
            // update the time of the channelanimation if requested
            if( updateTime ) {
                (*it)->channelStates[c].elapsedTime += timeSinceLastFrame;
            }

            GEAR::COLLADA::Channel* channel = (*it)->animation->channels[c];
            // read the two indices depending on the time we\'re 
            int firstIndex = 0;
            int secondIndex = 1;
            for( int i = 0; i < channel->sampler->inputSource->mFloatArray_->mCount_; ++i ) {
                float time = channel->sampler->inputSource->mFloatArray_->mFloats_[i];
                if( time > (*it)->channelStates[c].elapsedTime ) {
                    firstIndex = i-1;
                    secondIndex = i;
                    if( firstIndex == -1 ) // set to last frame
                        firstIndex = channel->sampler->inputSource->mFloatArray_->mCount_ - 1;
                    break;
                }
                else if( i == channel->sampler->inputSource->mFloatArray_->mCount_ - 1 ) {
                    (*it)->channelStates[c].elapsedTime -= channel->sampler->inputSource->mFloatArray_->mFloats_[i];
                    firstIndex = 0;
                    secondIndex = 1;
                    break;
                }
            }
            // look what kind of TargetAccessor we have
            if( channel->targetAccessor != NULL && channel->targetAccessor->type == GEAR::MATRIX_ACCESSOR ) {
                /************************************************************************
                 * Matrix accessors, which are read from a COLLADA <channel> block      *
                 * will always target one matrix component they animate.                *
                 * Such accessors are for example:                                      *
                 * <channel source\"#someSource\" target=\"someJoint/transform(0)(2)\"/>    *
                 *                                                                      *
                 * @TODO:                                                               *
                 * In a pre processing step, we have to group all channels, which       *
                 * operate on the same joint. In order to accelerate the processing of  *
                 * grouped channels, we have to expand the number of keyframes of all   *
                 * channels to the maximum of all channels.                             *
                 ************************************************************************/
                unsigned entry = ((COLLADA::MatrixTargetAccessor*)channel->targetAccessor)->index;
                float firstTime = channel->sampler->inputSource->mFloatArray_->mFloats_[firstIndex];
                float secondTime = channel->sampler->inputSource->mFloatArray_->mFloats_[secondIndex];
                // in case of matrix accessor, we write the startMatrix and the endMatrix to the Joints accessor, who finally will do the animation interpolation
                channel->targetJoint->matrix->interpolationRequired = true;
                // write out the start and end value to the jointSpaceMatrix
                // this matrix will later be interpolated
                channel->targetJoint->matrix->jointSpaceMatrixStart.entries[entry] = channel->sampler->outputSource->mFloatArray_->mFloats_[firstIndex];
                channel->targetJoint->matrix->jointSpaceMatrixFinish.entries[entry] = channel->sampler->outputSource->mFloatArray_->mFloats_[secondIndex];
                // the delta value is in the range [0.0,1.0]
                channel->targetJoint->matrix->delta = 1.0f / (secondTime - firstTime) * (secondTime - (*it)->channelStates[c].elapsedTime);
            }
        }
        ++it;
    }
}
如您所见,这里根本没有插值。我们只需缓存所有动画关节的开始值和结束值以及增量(并在每个修改的关节上设置一个标志) 现在,在完成所有动画之后,我们在所有根关节上调用函数interpolateMatrices():
    for( int i = 0; i < mSourceModel_->mVisualSceneLibrary_.mVisualScenes_.size(); ++i ) {
    for( int v = 0; v < mSourceModel_->mVisualSceneLibrary_.mVisualScenes_[i]->mSkeleton_.size(); ++v ) {
        if( mSourceModel_->mVisualSceneLibrary_.mVisualScenes_[i]->mSkeleton_[v]->mRootJoint_ != NULL ) {
            /************************************************************************************
             * Now we have constructed all jointSpaceMatrixces for the start and the end and    *
             * we\'re ready to interpolate them and to also recalculate the joint\'s              *
             * worldSpaceMatrix.                                                                *
             ***********************************************************************************/
            mSourceModel_->mVisualSceneLibrary_.mVisualScenes_[i]->mSkeleton_[v]->mRootJoint_->interpolateMatrices();
        }
    }
}
这并不是什么新鲜事物,但是有趣的部分是插值的实现。根本没有四元数:
void COLLADA::Joint::interpolateMatrices() {
if( matrix != NULL && matrix->interpolationRequired ) {

    for (unsigned i = 0; i < 16; ++i)
        matrix->jointSpaceMatrix.entries[i] = interpolatef(matrix->jointSpaceMatrixStart.entries[i],matrix->jointSpaceMatrixFinish.entries[i],matrix->delta);

    Vec3 forward,up,right,translation;
    forward = Vec3(matrix->jointSpaceMatrix.entries[8], matrix->jointSpaceMatrix.entries[9], matrix->jointSpaceMatrix.entries[10]);
    up= Vec3(matrix->jointSpaceMatrix.entries[4], matrix->jointSpaceMatrix.entries[5], matrix->jointSpaceMatrix.entries[6]);
    right = Vec3(matrix->jointSpaceMatrix.entries[0], matrix->jointSpaceMatrix.entries[1], matrix->jointSpaceMatrix.entries[2]);

    forward.normalize();
    up.normalize();
    right.normalize();

    matrix->jointSpaceMatrix.entries[8] = forward.x; matrix->jointSpaceMatrix.entries[9] = forward.y; matrix->jointSpaceMatrix.entries[10] = forward.z;
    matrix->jointSpaceMatrix.entries[4] = up.x; matrix->jointSpaceMatrix.entries[5] = up.y; matrix->jointSpaceMatrix.entries[6] = up.z;
    matrix->jointSpaceMatrix.entries[0] = right.x; matrix->jointSpaceMatrix.entries[1] = right.y; matrix->jointSpaceMatrix.entries[2] = right.z;

    matrix->jointSpaceMatrix.entries[15] = 1.0f; // this component is always 1.0! In some files, this is exported the wrong way, which causes bugs!
}
/********************************************************
 * After the interpolation is finished,                 *
 * we have to recalculate the joint\'s worldSpaceMatrix. *
 ********************************************************/
GEAR::Mat4 parentMat;
if( parent != NULL )
    parentMat = parent->worldSpaceTransformationMatrix;
if( matrix != NULL ) 
    worldSpaceTransformationMatrix = (parentMat * matrix->jointSpaceMatrix);
else 
    worldSpaceTransformationMatrix = parentMat;
skinningMatrix = worldSpaceTransformationMatrix*invBindPoseMatrix;

// also interpolate and recalculate all childs
for( unsigned k = 0; k < mChildJoints_.size(); ++k )
    mChildJoints_[k]->interpolateMatrices();
} 如您所见,我们简单地插入矩阵的所有值,然后对矩阵的前三列进行归一化。 之后,我们立即重新计算该关节的worldSpaceMatrix以及完整的蒙皮矩阵以节省性能。 现在,我们几乎完成了所有工作。最后要做的是对顶点进行动画处理,然后绘制网格:
for( int i = 0; i < mSubMeshes_.size(); ++i ) {
    for( int k = 0; k < mSubMeshes_[i]->mSubMeshes_.size(); ++k ) {
        // first we animate it
        GEAR::DAESubMesh* submesh = mSubMeshes_[i]->mSubMeshes_[k];
        submesh->buffer->lock( true );
        {
            for( unsigned v = 0; v < submesh->buffer->getNumVertices(); ++v ) {
                // get the array of joints, which influence the current vertex
                DAEVertexInfo* vertexInfo = submesh->vertexInfo[v];
                GEAR::Vec3 vertex; // do not init the vertex with any value!
                float totalWeight = 0.0f;
                for( int j = 0; j < vertexInfo->joints.size(); ++j ) {
                    totalWeight += vertexInfo->joints[j]->weight;
                    vertex += ((vertexInfo->joints[j]->joint->skinningMatrix*(vertexInfo->vertex))*vertexInfo->joints[j]->weight);
                }
                // since it isn\'t guaranteed that the total weight is exactly 1.0, we have no normalize it
                // @todo this should be moved to the parser
                if( totalWeight != 1.0f ) {
                    float normalizedWeight = 1.0f / totalWeight;
                    vertex *= normalizedWeight;
                }
                submesh->buffer->bufferVertexPos( v, vertex );
            }
        }
        submesh->buffer->unlock();

        mSubMeshes_[i]->mSubMeshes_[k]->buffer->draw( GEAR::TRIANGLES, 0, mSubMeshes_[i]->mSubMeshes_[k]->buffer->getNumVertices() );
    }
}
总而言之,它几乎与我开始的代码相同。 但是现在对我而言,事情变得更加清晰了,我也可以开始支持动画了。随时在gear3d.de上查看我的实现(下载SVN干线) 我希望这可以帮助一些人针对这个奇妙的话题实施自己的解决方案:)     
已邀请:
        查看这些图片,我的印象是您的关节矩阵未标准化,即左上方的3×3部分将您的网格放大。尝试将左上3列向量归一化会发生什么。 如果这样可以减少问题,则需要对其进行调查,动画系统的哪一部分会导致此问题。     
就我而言,所有引用都以矩阵成分为目标。这就是为什么我仅内插一个矩阵分量的原因。 您永远不会插值矩阵。曾经 通常的处理方式是,在加载动画数据时,将每个矩阵分解为四元数和位置(如果是动画比例,则将比例分解为比例)。使用四元数是因为它们很小,易于插值,并且插值后易于归一化。与大矩阵不同,它们很难插值,而且之后很难进行正态化。 请注意,以上操作通常是作为工具中的预处理步骤完成的。该工具将加载Collada动画,转换为四元数和位置,然后将其写成文件格式以供以后阅读。 因此,您可以根据需要对四元数进行插值(随意使用LERP进行动画内插值),然后进行快速归一化。仅当位置相对于原始偏移量实际发生变化时,才需要更新位置。您将它们重新组合成矩阵,然后继续正常进行。 简单容易。     

要回复问题请先登录注册