/** Implementation of the BVH loader */ /* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the ASSIMP team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the ASSIMP Development Team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ #include "AssimpPCH.h" #include "BVHLoader.h" #include "fast_atof.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer BVHLoader::BVHLoader() { } // ------------------------------------------------------------------------------------------------ // Destructor, private as well BVHLoader::~BVHLoader() { } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) const { // check file extension std::string::size_type pos = pFile.find_last_of('.'); // no file extension - can't read if( pos == std::string::npos) return false; std::string extension = pFile.substr( pos); for( std::string::iterator it = extension.begin(); it != extension.end(); ++it) *it = tolower( *it); if( extension == ".bvh") return true; return false; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { mFileName = pFile; // read file into memory boost::scoped_ptr file( pIOHandler->Open( pFile)); if( file.get() == NULL) throw new ImportErrorException( "Failed to open file " + pFile + "."); size_t fileSize = file->FileSize(); if( fileSize == 0) throw new ImportErrorException( "File is too small."); mBuffer.resize( fileSize); file->Read( &mBuffer.front(), 1, fileSize); // start reading mReader = mBuffer.begin(); mLine = 1; ReadStructure( pScene); } // ------------------------------------------------------------------------------------------------ // Reads the file void BVHLoader::ReadStructure( aiScene* pScene) { // first comes hierarchy std::string header = GetNextToken(); if( header != "HIERARCHY") ThrowException( "Expected header string \"HIERARCHY\"."); ReadHierarchy( pScene); // then comes the motion data std::string motion = GetNextToken(); if( motion != "MOTION") ThrowException( "Expected beginning of motion data \"MOTION\"."); ReadMotion( pScene); } // ------------------------------------------------------------------------------------------------ // Reads the hierarchy void BVHLoader::ReadHierarchy( aiScene* pScene) { std::string root = GetNextToken(); if( root != "ROOT") ThrowException( "Expected root node \"ROOT\"."); // Go read the hierarchy from here pScene->mRootNode = ReadNode(); } // ------------------------------------------------------------------------------------------------ // Reads a node and recursively its childs and returns the created node; aiNode* BVHLoader::ReadNode() { // first token is name std::string nodeName = GetNextToken(); if( nodeName.empty() || nodeName == "{") ThrowException( boost::str( boost::format( "Expected node name, but found \"%s\".") % nodeName)); // HACK: (thom) end nodes are called "End Site". If the name of the node is "Site", we know it's going to be an end node if( nodeName == "Site") nodeName = "End Site"; // then an opening brace should follow std::string openBrace = GetNextToken(); if( openBrace != "{") ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace)); // Create a node aiNode* node = new aiNode( nodeName); std::vector childNodes; // now read the node's contents while( 1) { std::string token = GetNextToken(); // node offset to parent node if( token == "OFFSET") ReadNodeOffset( node); else if( token == "CHANNELS") ReadNodeChannels( node); else if( token == "JOINT") { // child node follows aiNode* child = ReadNode(); childNodes.push_back( child); } else if( token == "End") { // HACK: (thom) end child node follows. Full token is "End Site", then no name, then a node. // But I don't want to write another function for this, so I simply leave the "Site" for ReadNode() as a node name aiNode* child = ReadNode(); childNodes.push_back( child); } else if( token == "}") { // we're done with that part of the hierarchy break; } else { // everything else is a parse error ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token)); } } // add the child nodes if there are any if( childNodes.size() > 0) { node->mNumChildren = childNodes.size(); node->mChildren = new aiNode*[node->mNumChildren]; std::copy( childNodes.begin(), childNodes.end(), node->mChildren); } // and return the sub-hierarchy we built here return node; } // ------------------------------------------------------------------------------------------------ // Reads a node offset for the given node void BVHLoader::ReadNodeOffset( aiNode* pNode) { // Offset consists of three floats to read aiVector3D offset; offset.x = GetNextTokenAsFloat(); offset.y = GetNextTokenAsFloat(); offset.z = GetNextTokenAsFloat(); // build a transformation matrix from it pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x, 0.0f, 1.0f, 0.0f, offset.y, 0.0f, 0.0f, 1.0f, offset.z, 0.0f, 0.0f, 0.0f, 1.0f); } // ------------------------------------------------------------------------------------------------ // Reads the animation channels for the given node void BVHLoader::ReadNodeChannels( aiNode* pNode) { // number of channels. Use the float reader because we're lazy float numChannelsFloat = GetNextTokenAsFloat(); unsigned int numChannels = (unsigned int) numChannelsFloat; // TODO: (thom) proper channel parsing. For the moment I just skip the number of tokens for( unsigned int a = 0; a < numChannels; a++) GetNextToken(); } // ------------------------------------------------------------------------------------------------ // Reads the motion data void BVHLoader::ReadMotion( aiScene* pScene) { // Read number of frames std::string tokenFrames = GetNextToken(); if( tokenFrames != "Frames:") ThrowException( boost::str( boost::format( "Expected frame count \"Frames:\", but found \"%s\".") % tokenFrames)); float numFramesFloat = GetNextTokenAsFloat(); unsigned int numFrames = (unsigned int) numFramesFloat; // 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)); float frameDuration = GetNextTokenAsFloat(); // resize value array accordingly // ************* Continue here ******** //mMotionValues.resize( boost::extents[numFrames][numChannels]); } // ------------------------------------------------------------------------------------------------ // 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; ctoken = fast_atof_move( ctoken, result); 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) { throw new ImportErrorException( boost::str( boost::format( "%s:%d - %s") % mFileName % mLine % pError)); }