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WIP of assimp integration.
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176
Engine/lib/assimp/code/BVHLoader.h
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176
Engine/lib/assimp/code/BVHLoader.h
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/** Defines the BHV motion capturing loader class */
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file BVHLoader.h
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* @brief Biovision BVH import
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*/
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#ifndef AI_BVHLOADER_H_INC
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#define AI_BVHLOADER_H_INC
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#include <assimp/BaseImporter.h>
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struct aiNode;
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namespace Assimp
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{
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// --------------------------------------------------------------------------------
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/** Loader class to read Motion Capturing data from a .bvh file.
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*
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* This format only contains a hierarchy of joints and a series of keyframes for
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* the hierarchy. It contains no actual mesh data, but we generate a dummy mesh
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* inside the loader just to be able to see something.
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*/
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class BVHLoader : public BaseImporter
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{
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/** Possible animation channels for which the motion data holds the values */
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enum ChannelType
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{
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Channel_PositionX,
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Channel_PositionY,
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Channel_PositionZ,
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Channel_RotationX,
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Channel_RotationY,
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Channel_RotationZ
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};
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/** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */
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struct Node
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{
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const aiNode* mNode;
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std::vector<ChannelType> mChannels;
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std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
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Node()
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: mNode(nullptr)
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{ }
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explicit Node( const aiNode* pNode) : mNode( pNode) { }
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};
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public:
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BVHLoader();
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~BVHLoader();
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public:
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const;
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void SetupProperties(const Importer* pImp);
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const aiImporterDesc* GetInfo () const;
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protected:
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
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protected:
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/** Reads the file */
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void ReadStructure( aiScene* pScene);
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/** Reads the hierarchy */
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void ReadHierarchy( aiScene* pScene);
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/** Reads a node and recursively its childs and returns the created node. */
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aiNode* ReadNode();
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/** Reads an end node and returns the created node. */
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aiNode* ReadEndSite( const std::string& pParentName);
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/** Reads a node offset for the given node */
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void ReadNodeOffset( aiNode* pNode);
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/** Reads the animation channels into the given node */
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void ReadNodeChannels( BVHLoader::Node& pNode);
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/** Reads the motion data */
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void ReadMotion( aiScene* pScene);
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/** Retrieves the next token */
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std::string GetNextToken();
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/** Reads the next token as a float */
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float GetNextTokenAsFloat();
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/** Aborts the file reading with an exception */
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AI_WONT_RETURN void ThrowException( const std::string& pError) AI_WONT_RETURN_SUFFIX;
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/** Constructs an animation for the motion data and stores it in the given scene */
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void CreateAnimation( aiScene* pScene);
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protected:
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/** Filename, for a verbose error message */
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std::string mFileName;
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/** Buffer to hold the loaded file */
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std::vector<char> mBuffer;
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/** Next char to read from the buffer */
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std::vector<char>::const_iterator mReader;
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/** Current line, for error messages */
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unsigned int mLine;
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/** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index.
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* Also contain the motion data for the node's channels
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*/
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std::vector<Node> mNodes;
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/** basic Animation parameters */
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float mAnimTickDuration;
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unsigned int mAnimNumFrames;
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bool noSkeletonMesh;
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};
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} // end of namespace Assimp
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#endif // AI_BVHLOADER_H_INC
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