2008-10-15 16:12:18 +00:00
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/** Implementation of the BVH loader */
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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2010-04-10 15:30:22 +00:00
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Copyright (c) 2006-2010, ASSIMP Development Team
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2008-10-15 16:12:18 +00:00
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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2008-10-19 21:44:12 +00:00
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copyright notice, this list of conditions and the
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following disclaimer.
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2008-10-15 16:12:18 +00:00
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* Redistributions in binary form must reproduce the above
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2008-10-19 21:44:12 +00:00
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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2008-10-15 16:12:18 +00:00
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* Neither the name of the ASSIMP team, nor the names of its
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2008-10-19 21:44:12 +00:00
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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2008-10-15 16:12:18 +00:00
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "AssimpPCH.h"
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2009-01-18 23:48:25 +00:00
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#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
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2008-10-15 16:12:18 +00:00
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#include "BVHLoader.h"
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#include "fast_atof.h"
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2008-10-19 21:44:12 +00:00
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#include "SkeletonMeshBuilder.h"
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2008-10-15 16:12:18 +00:00
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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BVHLoader::BVHLoader()
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2009-01-10 17:58:06 +00:00
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{}
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2008-10-15 16:12:18 +00:00
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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BVHLoader::~BVHLoader()
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2009-01-10 17:58:06 +00:00
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{}
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2008-10-15 16:12:18 +00:00
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
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2008-10-15 16:12:18 +00:00
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{
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// check file extension
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General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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const std::string extension = GetExtension(pFile);
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if( extension == "bvh")
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return true;
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if ((!extension.length() || cs) && pIOHandler) {
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const char* tokens[] = {"HIERARCHY"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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2008-10-15 16:12:18 +00:00
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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mFileName = pFile;
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// read file into memory
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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if( file.get() == NULL)
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2010-03-18 17:00:12 +00:00
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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2008-10-15 16:12:18 +00:00
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size_t fileSize = file->FileSize();
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if( fileSize == 0)
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2010-03-18 17:00:12 +00:00
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throw DeadlyImportError( "File is too small.");
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2008-10-15 16:12:18 +00:00
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mBuffer.resize( fileSize);
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file->Read( &mBuffer.front(), 1, fileSize);
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// start reading
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mReader = mBuffer.begin();
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mLine = 1;
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ReadStructure( pScene);
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2008-10-19 21:44:12 +00:00
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// build a dummy mesh for the skeleton so that we see something at least
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SkeletonMeshBuilder meshBuilder( pScene);
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// construct an animation from all the motion data we read
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CreateAnimation( pScene);
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2008-10-15 16:12:18 +00:00
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the file
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void BVHLoader::ReadStructure( aiScene* pScene)
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{
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// first comes hierarchy
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std::string header = GetNextToken();
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if( header != "HIERARCHY")
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ThrowException( "Expected header string \"HIERARCHY\".");
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ReadHierarchy( pScene);
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// then comes the motion data
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std::string motion = GetNextToken();
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if( motion != "MOTION")
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ThrowException( "Expected beginning of motion data \"MOTION\".");
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ReadMotion( pScene);
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the hierarchy
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void BVHLoader::ReadHierarchy( aiScene* pScene)
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{
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std::string root = GetNextToken();
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if( root != "ROOT")
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ThrowException( "Expected root node \"ROOT\".");
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// Go read the hierarchy from here
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pScene->mRootNode = ReadNode();
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a node and recursively its childs and returns the created node;
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aiNode* BVHLoader::ReadNode()
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{
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// first token is name
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std::string nodeName = GetNextToken();
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if( nodeName.empty() || nodeName == "{")
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ThrowException( boost::str( boost::format( "Expected node name, but found \"%s\".") % nodeName));
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// then an opening brace should follow
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std::string openBrace = GetNextToken();
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if( openBrace != "{")
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ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace));
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// Create a node
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aiNode* node = new aiNode( nodeName);
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std::vector<aiNode*> childNodes;
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2008-10-19 21:44:12 +00:00
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// and create an bone entry for it
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mNodes.push_back( Node( node));
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Node& internNode = mNodes.back();
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2008-10-15 16:12:18 +00:00
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// now read the node's contents
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while( 1)
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{
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std::string token = GetNextToken();
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2008-10-19 21:44:12 +00:00
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2008-10-15 16:12:18 +00:00
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// node offset to parent node
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if( token == "OFFSET")
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ReadNodeOffset( node);
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else if( token == "CHANNELS")
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2008-10-19 21:44:12 +00:00
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ReadNodeChannels( internNode);
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2008-10-15 16:12:18 +00:00
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else if( token == "JOINT")
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{
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// child node follows
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aiNode* child = ReadNode();
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2008-10-19 21:44:12 +00:00
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child->mParent = node;
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2008-10-15 16:12:18 +00:00
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childNodes.push_back( child);
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2008-10-19 21:44:12 +00:00
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}
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else if( token == "End")
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2008-10-15 16:12:18 +00:00
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{
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2008-10-19 21:44:12 +00:00
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// The real symbol is "End Site". Second part comes in a separate token
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std::string siteToken = GetNextToken();
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if( siteToken != "Site")
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ThrowException( boost::str( boost::format( "Expected \"End Site\" keyword, but found \"%s %s\".") % token % siteToken));
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aiNode* child = ReadEndSite( nodeName);
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child->mParent = node;
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2008-10-15 16:12:18 +00:00
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childNodes.push_back( child);
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2008-10-19 21:44:12 +00:00
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}
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else if( token == "}")
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2008-10-15 16:12:18 +00:00
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{
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// we're done with that part of the hierarchy
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break;
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} else
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{
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// everything else is a parse error
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ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token));
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}
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}
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// add the child nodes if there are any
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if( childNodes.size() > 0)
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{
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node->mNumChildren = childNodes.size();
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node->mChildren = new aiNode*[node->mNumChildren];
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std::copy( childNodes.begin(), childNodes.end(), node->mChildren);
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}
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// and return the sub-hierarchy we built here
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return node;
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}
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2008-10-19 21:44:12 +00:00
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// ------------------------------------------------------------------------------------------------
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// Reads an end node and returns the created node.
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aiNode* BVHLoader::ReadEndSite( const std::string& pParentName)
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{
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// check opening brace
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std::string openBrace = GetNextToken();
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if( openBrace != "{")
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ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace));
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// Create a node
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aiNode* node = new aiNode( "EndSite_" + pParentName);
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// now read the node's contents. Only possible entry is "OFFSET"
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while( 1)
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{
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std::string token = GetNextToken();
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// end node's offset
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if( token == "OFFSET")
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{
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ReadNodeOffset( node);
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}
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else if( token == "}")
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{
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// we're done with the end node
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break;
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} else
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{
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// everything else is a parse error
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ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token));
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}
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}
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// and return the sub-hierarchy we built here
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return node;
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}
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2008-10-15 16:12:18 +00:00
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// ------------------------------------------------------------------------------------------------
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// Reads a node offset for the given node
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void BVHLoader::ReadNodeOffset( aiNode* pNode)
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{
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// Offset consists of three floats to read
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aiVector3D offset;
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offset.x = GetNextTokenAsFloat();
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offset.y = GetNextTokenAsFloat();
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offset.z = GetNextTokenAsFloat();
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// build a transformation matrix from it
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pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x, 0.0f, 1.0f, 0.0f, offset.y,
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0.0f, 0.0f, 1.0f, offset.z, 0.0f, 0.0f, 0.0f, 1.0f);
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the animation channels for the given node
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2008-10-19 21:44:12 +00:00
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void BVHLoader::ReadNodeChannels( BVHLoader::Node& pNode)
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2008-10-15 16:12:18 +00:00
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{
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// number of channels. Use the float reader because we're lazy
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float numChannelsFloat = GetNextTokenAsFloat();
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unsigned int numChannels = (unsigned int) numChannelsFloat;
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for( unsigned int a = 0; a < numChannels; a++)
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2008-10-19 21:44:12 +00:00
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{
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std::string channelToken = GetNextToken();
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if( channelToken == "Xposition")
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pNode.mChannels.push_back( Channel_PositionX);
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else if( channelToken == "Yposition")
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pNode.mChannels.push_back( Channel_PositionY);
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else if( channelToken == "Zposition")
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pNode.mChannels.push_back( Channel_PositionZ);
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else if( channelToken == "Xrotation")
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pNode.mChannels.push_back( Channel_RotationX);
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else if( channelToken == "Yrotation")
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pNode.mChannels.push_back( Channel_RotationY);
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else if( channelToken == "Zrotation")
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pNode.mChannels.push_back( Channel_RotationZ);
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else
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ThrowException( boost::str( boost::format( "Invalid channel specifier \"%s\".") % channelToken));
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}
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2008-10-15 16:12:18 +00:00
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}
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// ------------------------------------------------------------------------------------------------
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// Reads the motion data
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2011-06-09 14:29:32 +00:00
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void BVHLoader::ReadMotion( aiScene* /*pScene*/)
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2008-10-15 16:12:18 +00:00
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{
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// Read number of frames
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std::string tokenFrames = GetNextToken();
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if( tokenFrames != "Frames:")
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ThrowException( boost::str( boost::format( "Expected frame count \"Frames:\", but found \"%s\".") % tokenFrames));
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|
float numFramesFloat = GetNextTokenAsFloat();
|
2008-10-19 21:44:12 +00:00
|
|
|
mAnimNumFrames = (unsigned int) numFramesFloat;
|
2008-10-15 16:12:18 +00:00
|
|
|
|
|
|
|
// Read frame duration
|
|
|
|
std::string tokenDuration1 = GetNextToken();
|
|
|
|
std::string tokenDuration2 = GetNextToken();
|
|
|
|
if( tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
|
|
|
|
ThrowException( boost::str( boost::format( "Expected frame duration \"Frame Time:\", but found \"%s %s\".") % tokenDuration1 % tokenDuration2));
|
|
|
|
|
2008-10-19 21:44:12 +00:00
|
|
|
mAnimTickDuration = GetNextTokenAsFloat();
|
|
|
|
|
|
|
|
// resize value vectors for each node
|
|
|
|
for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
|
|
|
|
it->mChannelValues.reserve( it->mChannels.size() * mAnimNumFrames);
|
2008-10-15 16:12:18 +00:00
|
|
|
|
2008-10-19 21:44:12 +00:00
|
|
|
// now read all the data and store it in the corresponding node's value vector
|
|
|
|
for( unsigned int frame = 0; frame < mAnimNumFrames; ++frame)
|
|
|
|
{
|
|
|
|
// on each line read the values for all nodes
|
|
|
|
for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
|
|
|
|
{
|
|
|
|
// get as many values as the node has channels
|
|
|
|
for( unsigned int c = 0; c < it->mChannels.size(); ++c)
|
|
|
|
it->mChannelValues.push_back( GetNextTokenAsFloat());
|
|
|
|
}
|
|
|
|
|
|
|
|
// after one frame worth of values for all nodes there should be a newline, but we better don't rely on it
|
|
|
|
}
|
2008-10-15 16:12:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Retrieves the next token
|
|
|
|
std::string BVHLoader::GetNextToken()
|
|
|
|
{
|
|
|
|
// skip any preceeding whitespace
|
|
|
|
while( mReader != mBuffer.end())
|
|
|
|
{
|
|
|
|
if( !isspace( *mReader))
|
|
|
|
break;
|
|
|
|
|
|
|
|
// count lines
|
|
|
|
if( *mReader == '\n')
|
|
|
|
mLine++;
|
|
|
|
|
|
|
|
++mReader;
|
|
|
|
}
|
|
|
|
|
|
|
|
// collect all chars till the next whitespace. BVH is easy in respect to that.
|
|
|
|
std::string token;
|
|
|
|
while( mReader != mBuffer.end())
|
|
|
|
{
|
|
|
|
if( isspace( *mReader))
|
|
|
|
break;
|
|
|
|
|
|
|
|
token.push_back( *mReader);
|
|
|
|
++mReader;
|
|
|
|
|
|
|
|
// little extra logic to make sure braces are counted correctly
|
|
|
|
if( token == "{" || token == "}")
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// empty token means end of file, which is just fine
|
|
|
|
return token;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Reads the next token as a float
|
|
|
|
float BVHLoader::GetNextTokenAsFloat()
|
|
|
|
{
|
|
|
|
std::string token = GetNextToken();
|
|
|
|
if( token.empty())
|
|
|
|
ThrowException( "Unexpected end of file while trying to read a float");
|
|
|
|
|
|
|
|
// check if the float is valid by testing if the atof() function consumed every char of the token
|
|
|
|
const char* ctoken = token.c_str();
|
|
|
|
float result = 0.0f;
|
2012-01-31 16:18:32 +00:00
|
|
|
ctoken = fast_atoreal_move<float>( ctoken, result);
|
2008-10-15 16:12:18 +00:00
|
|
|
|
|
|
|
if( ctoken != token.c_str() + token.length())
|
|
|
|
ThrowException( boost::str( boost::format( "Expected a floating point number, but found \"%s\".") % token));
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Aborts the file reading with an exception
|
|
|
|
void BVHLoader::ThrowException( const std::string& pError)
|
|
|
|
{
|
2010-03-18 17:00:12 +00:00
|
|
|
throw DeadlyImportError( boost::str( boost::format( "%s:%d - %s") % mFileName % mLine % pError));
|
2008-10-15 16:12:18 +00:00
|
|
|
}
|
2008-10-19 21:44:12 +00:00
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Constructs an animation for the motion data and stores it in the given scene
|
|
|
|
void BVHLoader::CreateAnimation( aiScene* pScene)
|
|
|
|
{
|
|
|
|
// create the animation
|
|
|
|
pScene->mNumAnimations = 1;
|
|
|
|
pScene->mAnimations = new aiAnimation*[1];
|
|
|
|
aiAnimation* anim = new aiAnimation;
|
|
|
|
pScene->mAnimations[0] = anim;
|
|
|
|
|
|
|
|
// put down the basic parameters
|
|
|
|
anim->mName.Set( "Motion");
|
|
|
|
anim->mTicksPerSecond = 1.0 / double( mAnimTickDuration);
|
|
|
|
anim->mDuration = double( mAnimNumFrames - 1);
|
|
|
|
|
|
|
|
// now generate the tracks for all nodes
|
|
|
|
anim->mNumChannels = mNodes.size();
|
|
|
|
anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
|
2009-01-10 17:58:06 +00:00
|
|
|
|
|
|
|
// FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown
|
|
|
|
for (unsigned int i = 0; i < anim->mNumChannels;++i)
|
|
|
|
anim->mChannels[i] = NULL;
|
|
|
|
|
2008-10-19 21:44:12 +00:00
|
|
|
for( unsigned int a = 0; a < anim->mNumChannels; a++)
|
|
|
|
{
|
|
|
|
const Node& node = mNodes[a];
|
2009-01-10 17:58:06 +00:00
|
|
|
const std::string nodeName = std::string( node.mNode->mName.data );
|
2008-10-19 21:44:12 +00:00
|
|
|
aiNodeAnim* nodeAnim = new aiNodeAnim;
|
|
|
|
anim->mChannels[a] = nodeAnim;
|
2009-01-10 17:58:06 +00:00
|
|
|
nodeAnim->mNodeName.Set( nodeName);
|
2008-10-19 21:44:12 +00:00
|
|
|
|
|
|
|
// translational part, if given
|
|
|
|
if( node.mChannels.size() == 6)
|
|
|
|
{
|
|
|
|
nodeAnim->mNumPositionKeys = mAnimNumFrames;
|
|
|
|
nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
|
|
|
|
aiVectorKey* poskey = nodeAnim->mPositionKeys;
|
|
|
|
for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
|
|
|
|
{
|
|
|
|
poskey->mTime = double( fr);
|
2009-01-10 17:58:06 +00:00
|
|
|
|
|
|
|
// Now compute all translations in the right order
|
2009-03-08 15:29:34 +00:00
|
|
|
for( unsigned int channel = 0; channel < 3; ++channel)
|
|
|
|
{
|
|
|
|
switch( node.mChannels[channel])
|
|
|
|
{
|
|
|
|
case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
|
|
|
|
case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
|
|
|
|
case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
|
2010-03-18 17:00:12 +00:00
|
|
|
default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
|
2009-03-08 15:29:34 +00:00
|
|
|
}
|
|
|
|
}
|
2008-10-19 21:44:12 +00:00
|
|
|
++poskey;
|
|
|
|
}
|
|
|
|
} else
|
|
|
|
{
|
|
|
|
// if no translation part is given, put a default sequence
|
|
|
|
aiVector3D nodePos( node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
|
2008-11-03 17:59:04 +00:00
|
|
|
nodeAnim->mNumPositionKeys = 1;
|
|
|
|
nodeAnim->mPositionKeys = new aiVectorKey[1];
|
2008-10-19 21:44:12 +00:00
|
|
|
nodeAnim->mPositionKeys[0].mTime = 0.0;
|
|
|
|
nodeAnim->mPositionKeys[0].mValue = nodePos;
|
|
|
|
}
|
|
|
|
|
|
|
|
// rotation part. Always present. First find value offsets
|
|
|
|
{
|
2009-01-10 17:58:06 +00:00
|
|
|
unsigned int rotOffset = 0;
|
2008-10-19 21:44:12 +00:00
|
|
|
if( node.mChannels.size() == 6)
|
|
|
|
{
|
2009-01-10 17:58:06 +00:00
|
|
|
// Offset all further calculations
|
2008-10-19 21:44:12 +00:00
|
|
|
rotOffset = 3;
|
2009-01-10 17:58:06 +00:00
|
|
|
}
|
2008-10-19 21:44:12 +00:00
|
|
|
|
|
|
|
// Then create the number of rotation keys
|
|
|
|
nodeAnim->mNumRotationKeys = mAnimNumFrames;
|
|
|
|
nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames];
|
|
|
|
aiQuatKey* rotkey = nodeAnim->mRotationKeys;
|
|
|
|
for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
|
|
|
|
{
|
2009-03-08 15:29:34 +00:00
|
|
|
aiMatrix4x4 temp;
|
|
|
|
aiMatrix3x3 rotMatrix;
|
|
|
|
|
|
|
|
for( unsigned int channel = 0; channel < 3; ++channel)
|
|
|
|
{
|
|
|
|
// translate ZXY euler angels into a quaternion
|
|
|
|
const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
|
|
|
|
|
|
|
|
// Compute rotation transformations in the right order
|
|
|
|
switch (node.mChannels[rotOffset+channel])
|
|
|
|
{
|
|
|
|
case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
|
|
|
|
case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
|
|
|
|
case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
|
2010-03-18 17:00:12 +00:00
|
|
|
default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
|
2009-03-08 15:29:34 +00:00
|
|
|
}
|
|
|
|
}
|
2008-10-19 21:44:12 +00:00
|
|
|
|
|
|
|
rotkey->mTime = double( fr);
|
|
|
|
rotkey->mValue = aiQuaternion( rotMatrix);
|
|
|
|
++rotkey;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// scaling part. Always just a default track
|
|
|
|
{
|
2008-11-03 17:59:04 +00:00
|
|
|
nodeAnim->mNumScalingKeys = 1;
|
|
|
|
nodeAnim->mScalingKeys = new aiVectorKey[1];
|
2008-10-19 21:44:12 +00:00
|
|
|
nodeAnim->mScalingKeys[0].mTime = 0.0;
|
|
|
|
nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-01-18 23:48:25 +00:00
|
|
|
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER
|