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							- ( function () {
 
- 	/**
 
-  * Description: reads BVH files and outputs a single THREE.Skeleton and an THREE.AnimationClip
 
-  *
 
-  * Currently only supports bvh files containing a single root.
 
-  *
 
-  */
 
- 	class BVHLoader extends THREE.Loader {
 
- 		constructor( manager ) {
 
- 			super( manager );
 
- 			this.animateBonePositions = true;
 
- 			this.animateBoneRotations = true;
 
- 		}
 
- 		load( url, onLoad, onProgress, onError ) {
 
- 			const scope = this;
 
- 			const loader = new THREE.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 THREE.Vector3(),
 
- 					rotation: new THREE.Quaternion()
 
- 				};
 
- 				bone.frames.push( keyframe );
 
- 				const quat = new THREE.Quaternion();
 
- 				const vx = new THREE.Vector3( 1, 0, 0 );
 
- 				const vy = new THREE.Vector3( 0, 1, 0 );
 
- 				const vz = new THREE.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 THREE.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 THREE.Bone hierarchy
 
-     		source: the bvh root node
 
-     	list: pass an empty array, collects a flat list of all converted THREE.Bones
 
-     		returns the root THREE.Bone
 
-     */
 
- 			function toTHREEBone( source, list ) {
 
- 				const bone = new THREE.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 THREE.AnimationClip from the keyframe data saved in each bone.
 
-     		bone: bvh root node
 
-     		returns: a THREE.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 THREE.VectorKeyframeTrack( '.bones[' + bone.name + '].position', times, positions ) );
 
- 					}
 
- 					if ( scope.animateBoneRotations ) {
 
- 						tracks.push( new THREE.QuaternionKeyframeTrack( '.bones[' + bone.name + '].quaternion', times, rotations ) );
 
- 					}
 
- 				}
 
- 				return new THREE.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 THREE.Skeleton( threeBones ),
 
- 				clip: threeClip
 
- 			};
 
- 		}
 
- 	}
 
- 	THREE.BVHLoader = BVHLoader;
 
- } )();
 
 
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