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- import {
- AnimationClip,
- Bone,
- FileLoader,
- Loader,
- Quaternion,
- QuaternionKeyframeTrack,
- Skeleton,
- Vector3,
- VectorKeyframeTrack
- } from 'three';
- /**
- * Description: reads BVH files and outputs a single Skeleton and an AnimationClip
- *
- * Currently only supports bvh files containing a single root.
- *
- */
- class BVHLoader extends Loader {
- constructor( manager ) {
- super( manager );
- this.animateBonePositions = true;
- this.animateBoneRotations = true;
- }
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const loader = new FileLoader( scope.manager );
- loader.setPath( scope.path );
- loader.setRequestHeader( scope.requestHeader );
- loader.setWithCredentials( scope.withCredentials );
- loader.load( url, function ( text ) {
- try {
- onLoad( scope.parse( text ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- console.error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- parse( text ) {
- /*
- reads a string array (lines) from a BVH file
- and outputs a skeleton structure including motion data
- returns thee root node:
- { name: '', channels: [], children: [] }
- */
- function readBvh( lines ) {
- // read model structure
- if ( nextLine( lines ) !== 'HIERARCHY' ) {
- console.error( 'THREE.BVHLoader: HIERARCHY expected.' );
- }
- const list = []; // collects flat array of all bones
- const root = readNode( lines, nextLine( lines ), list );
- // read motion data
- if ( nextLine( lines ) !== 'MOTION' ) {
- console.error( 'THREE.BVHLoader: MOTION expected.' );
- }
- // number of frames
- let tokens = nextLine( lines ).split( /[\s]+/ );
- const numFrames = parseInt( tokens[ 1 ] );
- if ( isNaN( numFrames ) ) {
- console.error( 'THREE.BVHLoader: Failed to read number of frames.' );
- }
- // frame time
- tokens = nextLine( lines ).split( /[\s]+/ );
- const frameTime = parseFloat( tokens[ 2 ] );
- if ( isNaN( frameTime ) ) {
- console.error( 'THREE.BVHLoader: Failed to read frame time.' );
- }
- // read frame data line by line
- for ( let i = 0; i < numFrames; i ++ ) {
- tokens = nextLine( lines ).split( /[\s]+/ );
- readFrameData( tokens, i * frameTime, root );
- }
- return list;
- }
- /*
- Recursively reads data from a single frame into the bone hierarchy.
- The passed bone hierarchy has to be structured in the same order as the BVH file.
- keyframe data is stored in bone.frames.
- - data: splitted string array (frame values), values are shift()ed so
- this should be empty after parsing the whole hierarchy.
- - frameTime: playback time for this keyframe.
- - bone: the bone to read frame data from.
- */
- function readFrameData( data, frameTime, bone ) {
- // end sites have no motion data
- if ( bone.type === 'ENDSITE' ) return;
- // add keyframe
- const keyframe = {
- time: frameTime,
- position: new Vector3(),
- rotation: new Quaternion()
- };
- bone.frames.push( keyframe );
- const quat = new Quaternion();
- const vx = new Vector3( 1, 0, 0 );
- const vy = new Vector3( 0, 1, 0 );
- const vz = new Vector3( 0, 0, 1 );
- // parse values for each channel in node
- for ( let i = 0; i < bone.channels.length; i ++ ) {
- switch ( bone.channels[ i ] ) {
- case 'Xposition':
- keyframe.position.x = parseFloat( data.shift().trim() );
- break;
- case 'Yposition':
- keyframe.position.y = parseFloat( data.shift().trim() );
- break;
- case 'Zposition':
- keyframe.position.z = parseFloat( data.shift().trim() );
- break;
- case 'Xrotation':
- quat.setFromAxisAngle( vx, parseFloat( data.shift().trim() ) * Math.PI / 180 );
- keyframe.rotation.multiply( quat );
- break;
- case 'Yrotation':
- quat.setFromAxisAngle( vy, parseFloat( data.shift().trim() ) * Math.PI / 180 );
- keyframe.rotation.multiply( quat );
- break;
- case 'Zrotation':
- quat.setFromAxisAngle( vz, parseFloat( data.shift().trim() ) * Math.PI / 180 );
- keyframe.rotation.multiply( quat );
- break;
- default:
- console.warn( 'THREE.BVHLoader: Invalid channel type.' );
- }
- }
- // parse child nodes
- for ( let i = 0; i < bone.children.length; i ++ ) {
- readFrameData( data, frameTime, bone.children[ i ] );
- }
- }
- /*
- Recursively parses the HIERACHY section of the BVH file
- - lines: all lines of the file. lines are consumed as we go along.
- - firstline: line containing the node type and name e.g. 'JOINT hip'
- - list: collects a flat list of nodes
- returns: a BVH node including children
- */
- function readNode( lines, firstline, list ) {
- const node = { name: '', type: '', frames: [] };
- list.push( node );
- // parse node type and name
- let tokens = firstline.split( /[\s]+/ );
- if ( tokens[ 0 ].toUpperCase() === 'END' && tokens[ 1 ].toUpperCase() === 'SITE' ) {
- node.type = 'ENDSITE';
- node.name = 'ENDSITE'; // bvh end sites have no name
- } else {
- node.name = tokens[ 1 ];
- node.type = tokens[ 0 ].toUpperCase();
- }
- if ( nextLine( lines ) !== '{' ) {
- console.error( 'THREE.BVHLoader: Expected opening { after type & name' );
- }
- // parse OFFSET
- tokens = nextLine( lines ).split( /[\s]+/ );
- if ( tokens[ 0 ] !== 'OFFSET' ) {
- console.error( 'THREE.BVHLoader: Expected OFFSET but got: ' + tokens[ 0 ] );
- }
- if ( tokens.length !== 4 ) {
- console.error( 'THREE.BVHLoader: Invalid number of values for OFFSET.' );
- }
- const offset = new Vector3(
- parseFloat( tokens[ 1 ] ),
- parseFloat( tokens[ 2 ] ),
- parseFloat( tokens[ 3 ] )
- );
- if ( isNaN( offset.x ) || isNaN( offset.y ) || isNaN( offset.z ) ) {
- console.error( 'THREE.BVHLoader: Invalid values of OFFSET.' );
- }
- node.offset = offset;
- // parse CHANNELS definitions
- if ( node.type !== 'ENDSITE' ) {
- tokens = nextLine( lines ).split( /[\s]+/ );
- if ( tokens[ 0 ] !== 'CHANNELS' ) {
- console.error( 'THREE.BVHLoader: Expected CHANNELS definition.' );
- }
- const numChannels = parseInt( tokens[ 1 ] );
- node.channels = tokens.splice( 2, numChannels );
- node.children = [];
- }
- // read children
- while ( true ) {
- const line = nextLine( lines );
- if ( line === '}' ) {
- return node;
- } else {
- node.children.push( readNode( lines, line, list ) );
- }
- }
- }
- /*
- recursively converts the internal bvh node structure to a Bone hierarchy
- source: the bvh root node
- list: pass an empty array, collects a flat list of all converted THREE.Bones
- returns the root Bone
- */
- function toTHREEBone( source, list ) {
- const bone = new Bone();
- list.push( bone );
- bone.position.add( source.offset );
- bone.name = source.name;
- if ( source.type !== 'ENDSITE' ) {
- for ( let i = 0; i < source.children.length; i ++ ) {
- bone.add( toTHREEBone( source.children[ i ], list ) );
- }
- }
- return bone;
- }
- /*
- builds a AnimationClip from the keyframe data saved in each bone.
- bone: bvh root node
- returns: a AnimationClip containing position and quaternion tracks
- */
- function toTHREEAnimation( bones ) {
- const tracks = [];
- // create a position and quaternion animation track for each node
- for ( let i = 0; i < bones.length; i ++ ) {
- const bone = bones[ i ];
- if ( bone.type === 'ENDSITE' )
- continue;
- // track data
- const times = [];
- const positions = [];
- const rotations = [];
- for ( let j = 0; j < bone.frames.length; j ++ ) {
- const frame = bone.frames[ j ];
- times.push( frame.time );
- // the animation system animates the position property,
- // so we have to add the joint offset to all values
- positions.push( frame.position.x + bone.offset.x );
- positions.push( frame.position.y + bone.offset.y );
- positions.push( frame.position.z + bone.offset.z );
- rotations.push( frame.rotation.x );
- rotations.push( frame.rotation.y );
- rotations.push( frame.rotation.z );
- rotations.push( frame.rotation.w );
- }
- if ( scope.animateBonePositions ) {
- tracks.push( new VectorKeyframeTrack( '.bones[' + bone.name + '].position', times, positions ) );
- }
- if ( scope.animateBoneRotations ) {
- tracks.push( new QuaternionKeyframeTrack( '.bones[' + bone.name + '].quaternion', times, rotations ) );
- }
- }
- return new AnimationClip( 'animation', - 1, tracks );
- }
- /*
- returns the next non-empty line in lines
- */
- function nextLine( lines ) {
- let line;
- // skip empty lines
- while ( ( line = lines.shift().trim() ).length === 0 ) { }
- return line;
- }
- const scope = this;
- const lines = text.split( /[\r\n]+/g );
- const bones = readBvh( lines );
- const threeBones = [];
- toTHREEBone( bones[ 0 ], threeBones );
- const threeClip = toTHREEAnimation( bones );
- return {
- skeleton: new Skeleton( threeBones ),
- clip: threeClip
- };
- }
- }
- export { BVHLoader };
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