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authorMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
committerMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
commitca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch)
treeb06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/BVHLoader.cpp
parentForced rename of platform folders in cmake dir. Git didn't pick this up before. (diff)
downloadnvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz
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NvCloth 1.1.4 Release. (24070740)
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+/** Implementation of the BVH loader */
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2017, assimp 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 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.
+---------------------------------------------------------------------------
+*/
+
+
+#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
+
+#include "BVHLoader.h"
+#include "fast_atof.h"
+#include "SkeletonMeshBuilder.h"
+#include <assimp/Importer.hpp>
+#include <memory>
+#include "TinyFormatter.h"
+#include <assimp/IOSystem.hpp>
+#include <assimp/scene.h>
+#include <assimp/importerdesc.h>
+
+using namespace Assimp;
+using namespace Assimp::Formatter;
+
+static const aiImporterDesc desc = {
+ "BVH Importer (MoCap)",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "bvh"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+BVHLoader::BVHLoader()
+ : mLine(),
+ mAnimTickDuration(),
+ mAnimNumFrames(),
+ noSkeletonMesh()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// 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, bool cs) const
+{
+ // check file extension
+ const std::string extension = GetExtension(pFile);
+
+ if( extension == "bvh")
+ return true;
+
+ if ((!extension.length() || cs) && pIOHandler) {
+ const char* tokens[] = {"HIERARCHY"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+void BVHLoader::SetupProperties(const Importer* pImp)
+{
+ noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader meta information
+const aiImporterDesc* BVHLoader::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// 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
+ std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open file " + pFile + ".");
+
+ size_t fileSize = file->FileSize();
+ if( fileSize == 0)
+ throw DeadlyImportError( "File is too small.");
+
+ mBuffer.resize( fileSize);
+ file->Read( &mBuffer.front(), 1, fileSize);
+
+ // start reading
+ mReader = mBuffer.begin();
+ mLine = 1;
+ ReadStructure( pScene);
+
+ if (!noSkeletonMesh) {
+ // build a dummy mesh for the skeleton so that we see something at least
+ SkeletonMeshBuilder meshBuilder( pScene);
+ }
+
+ // construct an animation from all the motion data we read
+ CreateAnimation( 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( format() << "Expected node name, but found \"" << nodeName << "\"." );
+
+ // then an opening brace should follow
+ std::string openBrace = GetNextToken();
+ if( openBrace != "{")
+ ThrowException( format() << "Expected opening brace \"{\", but found \"" << openBrace << "\"." );
+
+ // Create a node
+ aiNode* node = new aiNode( nodeName);
+ std::vector<aiNode*> childNodes;
+
+ // and create an bone entry for it
+ mNodes.push_back( Node( node));
+ Node& internNode = mNodes.back();
+
+ // 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( internNode);
+ else if( token == "JOINT")
+ {
+ // child node follows
+ aiNode* child = ReadNode();
+ child->mParent = node;
+ childNodes.push_back( child);
+ }
+ else if( token == "End")
+ {
+ // The real symbol is "End Site". Second part comes in a separate token
+ std::string siteToken = GetNextToken();
+ if( siteToken != "Site")
+ ThrowException( format() << "Expected \"End Site\" keyword, but found \"" << token << " " << siteToken << "\"." );
+
+ aiNode* child = ReadEndSite( nodeName);
+ child->mParent = node;
+ 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( format() << "Unknown keyword \"" << token << "\"." );
+ }
+ }
+
+ // add the child nodes if there are any
+ if( childNodes.size() > 0)
+ {
+ node->mNumChildren = static_cast<unsigned int>(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 an end node and returns the created node.
+aiNode* BVHLoader::ReadEndSite( const std::string& pParentName)
+{
+ // check opening brace
+ std::string openBrace = GetNextToken();
+ if( openBrace != "{")
+ ThrowException( format() << "Expected opening brace \"{\", but found \"" << openBrace << "\".");
+
+ // Create a node
+ aiNode* node = new aiNode( "EndSite_" + pParentName);
+
+ // now read the node's contents. Only possible entry is "OFFSET"
+ while( 1)
+ {
+ std::string token = GetNextToken();
+
+ // end node's offset
+ if( token == "OFFSET")
+ {
+ ReadNodeOffset( node);
+ }
+ else if( token == "}")
+ {
+ // we're done with the end node
+ break;
+ } else
+ {
+ // everything else is a parse error
+ ThrowException( format() << "Unknown keyword \"" << token << "\"." );
+ }
+ }
+
+ // 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( BVHLoader::Node& pNode)
+{
+ // number of channels. Use the float reader because we're lazy
+ float numChannelsFloat = GetNextTokenAsFloat();
+ unsigned int numChannels = (unsigned int) numChannelsFloat;
+
+ for( unsigned int a = 0; a < numChannels; a++)
+ {
+ std::string channelToken = GetNextToken();
+
+ if( channelToken == "Xposition")
+ pNode.mChannels.push_back( Channel_PositionX);
+ else if( channelToken == "Yposition")
+ pNode.mChannels.push_back( Channel_PositionY);
+ else if( channelToken == "Zposition")
+ pNode.mChannels.push_back( Channel_PositionZ);
+ else if( channelToken == "Xrotation")
+ pNode.mChannels.push_back( Channel_RotationX);
+ else if( channelToken == "Yrotation")
+ pNode.mChannels.push_back( Channel_RotationY);
+ else if( channelToken == "Zrotation")
+ pNode.mChannels.push_back( Channel_RotationZ);
+ else
+ ThrowException( format() << "Invalid channel specifier \"" << channelToken << "\"." );
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads the motion data
+void BVHLoader::ReadMotion( aiScene* /*pScene*/)
+{
+ // Read number of frames
+ std::string tokenFrames = GetNextToken();
+ if( tokenFrames != "Frames:")
+ ThrowException( format() << "Expected frame count \"Frames:\", but found \"" << tokenFrames << "\".");
+
+ float numFramesFloat = GetNextTokenAsFloat();
+ mAnimNumFrames = (unsigned int) numFramesFloat;
+
+ // Read frame duration
+ std::string tokenDuration1 = GetNextToken();
+ std::string tokenDuration2 = GetNextToken();
+ if( tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
+ ThrowException( format() << "Expected frame duration \"Frame Time:\", but found \"" << tokenDuration1 << " " << tokenDuration2 << "\"." );
+
+ 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);
+
+ // 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
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Retrieves the next token
+std::string BVHLoader::GetNextToken()
+{
+ // skip any preceding 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_atoreal_move<float>( ctoken, result);
+
+ if( ctoken != token.c_str() + token.length())
+ ThrowException( format() << "Expected a floating point number, but found \"" << token << "\"." );
+
+ return result;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Aborts the file reading with an exception
+AI_WONT_RETURN void BVHLoader::ThrowException( const std::string& pError)
+{
+ throw DeadlyImportError( format() << mFileName << ":" << mLine << " - " << pError);
+}
+
+// ------------------------------------------------------------------------------------------------
+// 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 = static_cast<unsigned int>(mNodes.size());
+ anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
+
+ // 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;
+
+ for( unsigned int a = 0; a < anim->mNumChannels; a++)
+ {
+ const Node& node = mNodes[a];
+ const std::string nodeName = std::string( node.mNode->mName.data );
+ aiNodeAnim* nodeAnim = new aiNodeAnim;
+ anim->mChannels[a] = nodeAnim;
+ nodeAnim->mNodeName.Set( nodeName);
+
+ // 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);
+
+ // Now compute all translations in the right order
+ 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;
+ default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
+ }
+ }
+ ++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);
+ nodeAnim->mNumPositionKeys = 1;
+ nodeAnim->mPositionKeys = new aiVectorKey[1];
+ nodeAnim->mPositionKeys[0].mTime = 0.0;
+ nodeAnim->mPositionKeys[0].mValue = nodePos;
+ }
+
+ // rotation part. Always present. First find value offsets
+ {
+ unsigned int rotOffset = 0;
+ if( node.mChannels.size() == 6)
+ {
+ // Offset all further calculations
+ rotOffset = 3;
+ }
+
+ // 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)
+ {
+ 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;
+ default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
+ }
+ }
+
+ rotkey->mTime = double( fr);
+ rotkey->mValue = aiQuaternion( rotMatrix);
+ ++rotkey;
+ }
+ }
+
+ // scaling part. Always just a default track
+ {
+ nodeAnim->mNumScalingKeys = 1;
+ nodeAnim->mScalingKeys = new aiVectorKey[1];
+ nodeAnim->mScalingKeys[0].mTime = 0.0;
+ nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f);
+ }
+ }
+}
+
+#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER