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+/** Defines the BHV motion capturing loader class */
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file BVHLoader.h
+ * @brief Biovision BVH import
+ */
+
+#ifndef AI_BVHLOADER_H_INC
+#define AI_BVHLOADER_H_INC
+
+#include <assimp/BaseImporter.h>
+
+struct aiNode;
+
+namespace Assimp {
+
+// --------------------------------------------------------------------------------
+/** Loader class to read Motion Capturing data from a .bvh file.
+ *
+ * This format only contains a hierarchy of joints and a series of keyframes for
+ * the hierarchy. It contains no actual mesh data, but we generate a dummy mesh
+ * inside the loader just to be able to see something.
+*/
+class BVHLoader : public BaseImporter {
+
+ /** Possible animation channels for which the motion data holds the values */
+ enum ChannelType {
+ Channel_PositionX,
+ Channel_PositionY,
+ Channel_PositionZ,
+ Channel_RotationX,
+ Channel_RotationY,
+ Channel_RotationZ
+ };
+
+ /** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */
+ struct Node {
+ const aiNode *mNode;
+ std::vector<ChannelType> mChannels;
+ std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
+
+ Node() :
+ mNode(nullptr) {}
+
+ explicit Node(const aiNode *pNode) :
+ mNode(pNode) {}
+ };
+
+public:
+ BVHLoader();
+ ~BVHLoader();
+
+public:
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool cs) const;
+
+ void SetupProperties(const Importer *pImp);
+ const aiImporterDesc *GetInfo() const;
+
+protected:
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
+
+protected:
+ /** Reads the file */
+ void ReadStructure(aiScene *pScene);
+
+ /** Reads the hierarchy */
+ void ReadHierarchy(aiScene *pScene);
+
+ /** Reads a node and recursively its children and returns the created node. */
+ aiNode *ReadNode();
+
+ /** Reads an end node and returns the created node. */
+ aiNode *ReadEndSite(const std::string &pParentName);
+
+ /** Reads a node offset for the given node */
+ void ReadNodeOffset(aiNode *pNode);
+
+ /** Reads the animation channels into the given node */
+ void ReadNodeChannels(BVHLoader::Node &pNode);
+
+ /** Reads the motion data */
+ void ReadMotion(aiScene *pScene);
+
+ /** Retrieves the next token */
+ std::string GetNextToken();
+
+ /** Reads the next token as a float */
+ float GetNextTokenAsFloat();
+
+ /** Aborts the file reading with an exception */
+ template<typename... T>
+ AI_WONT_RETURN void ThrowException(T&&... args) AI_WONT_RETURN_SUFFIX;
+
+ /** Constructs an animation for the motion data and stores it in the given scene */
+ void CreateAnimation(aiScene *pScene);
+
+protected:
+ /** Filename, for a verbose error message */
+ std::string mFileName;
+
+ /** Buffer to hold the loaded file */
+ std::vector<char> mBuffer;
+
+ /** Next char to read from the buffer */
+ std::vector<char>::const_iterator mReader;
+
+ /** Current line, for error messages */
+ unsigned int mLine;
+
+ /** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index.
+ * Also contain the motion data for the node's channels
+ */
+ std::vector<Node> mNodes;
+
+ /** basic Animation parameters */
+ float mAnimTickDuration;
+ unsigned int mAnimNumFrames;
+
+ bool noSkeletonMesh;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_BVHLOADER_H_INC