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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