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- /** Implementation of the BVH loader */
- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, 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 <assimp/SkeletonMeshBuilder.h>
- #include <assimp/TinyFormatter.h>
- #include <assimp/fast_atof.h>
- #include <assimp/importerdesc.h>
- #include <assimp/scene.h>
- #include <assimp/IOSystem.hpp>
- #include <assimp/Importer.hpp>
- #include <map>
- #include <memory>
- namespace Assimp {
- using namespace Assimp::Formatter;
- static constexpr aiImporterDesc desc = {
- "BVH Importer (MoCap)",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "bvh"
- };
- // ------------------------------------------------------------------------------------------------
- // Aborts the file reading with an exception
- template <typename... T>
- AI_WONT_RETURN void BVHLoader::ThrowException(T &&...args) {
- throw DeadlyImportError(mFileName, ":", mLine, " - ", args...);
- }
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- BVHLoader::BVHLoader() :
- mLine(),
- mAnimTickDuration(),
- mAnimNumFrames(),
- noSkeletonMesh() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool BVHLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
- static const char *tokens[] = { "HIERARCHY" };
- return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
- }
- // ------------------------------------------------------------------------------------------------
- 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 == nullptr) {
- 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 children and returns the created node;
- aiNode *BVHLoader::ReadNode() {
- // first token is name
- std::string nodeName = GetNextToken();
- if (nodeName.empty() || nodeName == "{")
- ThrowException("Expected node name, but found \"", nodeName, "\".");
- // then an opening brace should follow
- std::string openBrace = GetNextToken();
- if (openBrace != "{")
- ThrowException("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.emplace_back(node);
- Node &internNode = mNodes.back();
- // now read the node's contents
- std::string siteToken;
- while (true) {
- 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
- siteToken.clear();
- siteToken = GetNextToken();
- if (siteToken != "Site")
- ThrowException("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("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("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"
- std::string token;
- while (true) {
- token.clear();
- 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("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("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("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("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((unsigned char)*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((unsigned char)*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("Expected a floating point number, but found \"", token, "\".");
- return result;
- }
- // ------------------------------------------------------------------------------------------------
- // 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 nullptr to ensure proper deletion if an exception is thrown
- for (unsigned int i = 0; i < anim->mNumChannels; ++i)
- anim->mChannels[i] = nullptr;
- 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);
- std::map<BVHLoader::ChannelType, int> channelMap;
- // Build map of channels
- for (unsigned int channel = 0; channel < node.mChannels.size(); ++channel) {
- channelMap[node.mChannels[channel]] = channel;
- }
- // 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
- for (BVHLoader::ChannelType channel = Channel_PositionX; channel <= Channel_PositionZ; channel = (BVHLoader::ChannelType)(channel + 1)) {
- // Find channel in node
- std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
- if (mapIter == channelMap.end())
- throw DeadlyImportError("Missing position channel in node ", nodeName);
- else {
- int channelIdx = mapIter->second;
- switch (channel) {
- case Channel_PositionX:
- poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
- break;
- case Channel_PositionY:
- poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
- break;
- case Channel_PositionZ:
- poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
- break;
- default:
- break;
- }
- }
- }
- ++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
- {
- // 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 channelIdx = 0; channelIdx < node.mChannels.size(); ++channelIdx) {
- switch (node.mChannels[channelIdx]) {
- case Channel_RotationX: {
- const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
- aiMatrix4x4::RotationX(angle, temp);
- rotMatrix *= aiMatrix3x3(temp);
- } break;
- case Channel_RotationY: {
- const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
- aiMatrix4x4::RotationY(angle, temp);
- rotMatrix *= aiMatrix3x3(temp);
- } break;
- case Channel_RotationZ: {
- const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
- aiMatrix4x4::RotationZ(angle, temp);
- rotMatrix *= aiMatrix3x3(temp);
- } break;
- default:
- break;
- }
- }
- 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);
- }
- }
- }
- } // namespace Assimp
- #endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER
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