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/** Defines the BHV motion capturing loader class */
/*
Open Asset Import Library (assimp)
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*/
/** @file BVHLoader.h
* @brief Biovision BVH import
*/
#ifndef AI_BVHLOADER_H_INC
#define AI_BVHLOADER_H_INC
#include "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() { }
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 childs 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 */
AI_WONT_RETURN void ThrowException( const std::string& pError) 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