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							- import {
 
- 	AnimationClip,
 
- 	Bone,
 
- 	FileLoader,
 
- 	Loader,
 
- 	Quaternion,
 
- 	QuaternionKeyframeTrack,
 
- 	Skeleton,
 
- 	Vector3,
 
- 	VectorKeyframeTrack
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * 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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