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Ogre引擎源码——资源之Skeleton

2012-09-21 06:17 295 查看
http://blog.csdn.net/hunter8777/article/details/6407477



Ogre中Resouce资源有以下几种类型:Texture、Compositor、FontGpuProgramMaterial、Mesh、Skeleton、BspLevel。



本文聚焦于资源Skeleton,这部分资源是Ogre处理动画的环节。Ogre支持三种动画方式:骨骼动画(Skeletal)、变形动画(Morph)以及姿态动画(Pose)。



相关的头文件如下:

OgreNode.h

OgreBone.h

OgreKeyFrame.h

OgreAnimation.h

OgreAnimationTrack.h

OgreSkeleton.h

OgreSkeletonFileFormat.h



1、OgreNode与OgreBone





Ogre中的骨骼动画,Bone就是相应的骨骼类。在关注这个Bone类之前,我们需要来看下它的父类——Node类。在Ogre场景组织中,Node是一个重要的基类,一个Node对应了场景中的一个组成部分。场景中的所有节点都被组织成一颗结构树,父节点的变换可以影响它相应的子节点。这些基础的变换实现正好符合Bone的需求。



先来看下Node类中重要的数据成员:

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/// Pointer to parent node
Node* mParent;

/// Collection of pointers to direct children; hashmap for efficiency

typedef HashMap<String, Node*> ChildNodeMap;
ChildNodeMap mChildren;

String mName;

/// Stores the orientation of the node relative to it's parent.

Quaternion mOrientation;

/// Stores the position/translation of the node relative to its parent.

Vector3 mPosition;

/// Stores the scaling factor applied to this node

Vector3 mScale;

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virtual Node* createChildconst Vector3& translate, const Quaternion& rotate );  
virtual void addChild(Node* child);  
virtual unsigned short numChildren(void) const;  
virtual Node* removeChild(unsigned short index);  
virtual Node* removeChild(Node* child);  

virtual Node* createChildconst Vector3& translate, const Quaternion& rotate );
virtual void addChild(Node* child);
virtual unsigned short numChildren(void) const;
virtual Node* removeChild(unsigned short index);
virtual Node* removeChild(Node* child);


其中儿子节点可以以名字或者索引两种Key形式。



(b)进行变换

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virtual void scale(const Vector3& scale);
virtual void translate(const Vector3& d, TransformSpace relativeTo);
virtual void roll(const Radian& angle, TransformSpace relativeTo);
virtual void pitch(const Radian& angle, TransformSpace relativeTo);
virtual void yaw(const Radian& angle, TransformSpace relativeTo);
virtual void rotate(const Vector3& axis, const Radian& angle, TransformSpace relativeTo);
virtual Matrix3 getLocalAxes(void) const;

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virtual void _update(bool updateChildren, bool parentHasChanged);  

virtual void _update(bool updateChildren, bool parentHasChanged);


这个函数从父类获取(如果有父类的话)变换信息,对自身和子类施加变换操作。

主要的代码片段如下:

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ChildNodeMap::iterator it, itend;
itend = mChildren.end();
for (it = mChildren.begin(); it != itend; ++it)
{
Node* child = it->second;
child->_update(true, true);
}
mChildrenToUpdate.clear();

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/// The numeric handle of this bone 
  
unsigned short mHandle;  
Skeleton* mCreator;  
/// The inversed derived scale of the bone in the binding pose
  
Vector3 mBindDerivedInverseScale;  
/// The inversed derived orientation of the bone in the binding pose
  
Quaternion mBindDerivedInverseOrientation;  
/// The inversed derived position of the bone in the binding pose
  
Vector3 mBindDerivedInversePosition;  

/// The numeric handle of this bone
unsigned short mHandle;
Skeleton* mCreator;
/// The inversed derived scale of the bone in the binding pose
Vector3 mBindDerivedInverseScale;
/// The inversed derived orientation of the bone in the binding pose
Quaternion mBindDerivedInverseOrientation;
/// The inversed derived position of the bone in the binding pose
Vector3 mBindDerivedInversePosition;


Handle是一个用来标示Bone的值。

Skeleton(后面会介绍)是集中管理Bone的类。所以在Bone中保存了一个指向创建自己的Skeleton指针。

最后的3个变量值是子节点反变换回父节点位置的变换信息。

这些信息是在函数void _getOffsetTransform(Matrix4& m)中用来生成变换矩阵:

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Vector3 scale = _getDerivedScale() * mBindDerivedInverseScale;
Quaternion rotate = _getDerivedOrientation() * mBindDerivedInverseOrientation;
Vector3 translate = _getDerivedPosition() + rotate * (scale * mBindDerivedInversePosition);
m.makeTransform(translate, scale, rotate);

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class _OgreExport KeyFrame : public AnimationAlloc  
{  
public:  
    KeyFrame(const AnimationTrack* parent, Real time);  
virtual ~KeyFrame() {}  
    Real getTime(void) const { return mTime; }  
    virtual KeyFrame* _clone(AnimationTrack* newParent) const;  
protected:  
    Real mTime;  
    const AnimationTrack* mParentTrack;  
};  

class _OgreExport KeyFrame : public AnimationAlloc
{
public:
    KeyFrame(const AnimationTrack* parent, Real time);
virtual ~KeyFrame() {}
    Real getTime(void) const { return mTime; }
	virtual KeyFrame* _clone(AnimationTrack* newParent) const;
protected:
    Real mTime;
    const AnimationTrack* mParentTrack;
};


KeyFrame类的定义就这样简单的几行。它的成员变量只有两个。一个是表示该帧在整个动画轨迹中的时间位置;还有一个就是创建该帧的AnimationTrack类。

KeyFrame类并没有保存每帧需保存的空间变换信息,因为Ogre只是四种不同的关键帧,它们各自有自己需要保存的变换信息,所以在KeyFrame的派生类中可以找到相应的内容。



KeyFrame的四个派生类:

数字关键帧(NumericKeyFrame)

变换关键帧(TransformKeyFrame)

顶点变形关键帧(VertexMorphKeyFrame)

顶点姿态关键帧(VertexPoseKeyFrame)



比如:数字关键帧(NumericKeyFrame)中就保存了相应的数字数据;变换关键帧(TransformKeyFrame)中则保存了变换、缩放和旋转信息等。(这些关键帧会在相应Track里再提到)

在UML图的中央,我们可以看到,KeyFrame类是由AnimationTrack的类负责创建和管理的。KeyFrame的四个子类对应了三种动画轨迹类型(最后两种KeyFrame子类对应同一种AnimationTrack),也就定义了Ogre所支持的三种动画轨迹方式。



先来看下这些动画轨迹的父类AnimationTrack

AnimationTrack的主要成员变量如下:

typedef vector<KeyFrame*>::type KeyFrameList;
KeyFrameList mKeyFrames;
Animation* mParent;
unsigned short mHandle;

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struct Splines  
{  
    SimpleSpline positionSpline;  
    SimpleSpline scaleSpline;  
    RotationalSpline rotationSpline;  
};  

struct Splines
{
    SimpleSpline positionSpline;
    SimpleSpline scaleSpline;
    RotationalSpline rotationSpline;
};


顶点动画轨迹(VertexAnimationTrack):对应顶点变形关键帧(VertexMorphKeyFrame)和顶点姿态关键帧(VertexPoseKeyFrame),每个关键帧保存了特定时间的顶点位置数据,在姿态动画(Pose)中还保存了顶点混合权重。



两种不同的顶点动画:

变形动画:记录每个关键帧时刻所有顶点的快照集合。

姿态动画:记录所有顶点的偏移,根据不同的权重来融合不同的姿态,来产生最后的结果。在面部动画中,姿态动画应用比较广泛。



现在再来看Animation类就简单很多了:

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/// Node tracks, indexed by handle

NodeTrackList mNodeTrackList;

/// Numeric tracks, indexed by handle

NumericTrackList mNumericTrackList;

/// Vertex tracks, indexed by handle

VertexTrackList mVertexTrackList;

String mName;
Real mLength;

InterpolationMode mInterpolationMode;
RotationInterpolationMode mRotationInterpolationMode;

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/// Storage of bones, indexed by bone handle
  
BoneList mBoneList;  
/// Storage of animations, lookup by name
  
AnimationList mAnimationsList;  

/// Storage of bones, indexed by bone handle
BoneList mBoneList;
/// Storage of animations, lookup by name
AnimationList mAnimationsList;


Skeleton类中较多的成员函数是对这两个列表成员的具体操作,如创建、添加、删除一个Bone或者AnimationList等。

_getAnimation成员函数获取相应的Animation类,然后在setAnimationState函数中将该动画变换附加所有骨骼上。_updateTransforms成员函数的作用是遍历所有Bone,调用每个Bone的update函数进行变换更新。

还有值得一提的是LinkedSkeletonAnimationSource结构,它允许Skeleton类使用其他的Animation类来实现动画。



本文完。



参考内容

网站:

http://www.ogre3d.cn/wiki/index.php?title=%E9%A6%96%E9%A1%B5

http://blog.csdn.net/pizi0475/archive/2010/03/11/5370338.aspx

http://hi.baidu.com/bdruiruili/blog/item/e2024135d351861f90ef399f.html

书籍:PRO OGRE 3D PROGRAMMING
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