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* Copyright (c) 2009, openmetaverse.org
* All rights reserved.
*
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* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
namespace OpenMetaverse
{
///
/// Reads in a byte array of an Animation Asset created by the SecondLife(tm) client.
///
public class BinBVHAnimationReader
{
///
/// Rotation Keyframe count (used internally)
///
private int rotationkeys;
///
/// Position Keyframe count (used internally)
///
private int positionkeys;
public UInt16 unknown0; // Always 1
public UInt16 unknown1; // Always 0
///
/// Animation Priority
///
public int Priority;
///
/// The animation length in seconds.
///
public Single Length;
///
/// Expression set in the client. Null if [None] is selected
///
public string ExpressionName; // "" (null)
///
/// The time in seconds to start the animation
///
public Single InPoint;
///
/// The time in seconds to end the animation
///
public Single OutPoint;
///
/// Loop the animation
///
public bool Loop;
///
/// Meta data. Ease in Seconds.
///
public Single EaseInTime;
///
/// Meta data. Ease out seconds.
///
public Single EaseOutTime;
///
/// Meta Data for the Hand Pose
///
public uint HandPose;
///
/// Number of joints defined in the animation
///
public uint JointCount;
///
/// Contains an array of joints
///
public binBVHJoint[] joints;
///
/// Searialize an animation asset into it's joints/keyframes/meta data
///
///
public BinBVHAnimationReader(byte[] animationdata)
{
int i = 0;
if (!BitConverter.IsLittleEndian)
{
unknown0 = Utils.BytesToUInt16(EndianSwap(animationdata, i, 2)); i += 2; // Always 1
unknown1 = Utils.BytesToUInt16(EndianSwap(animationdata, i, 2)); i += 2; // Always 0
Priority = Utils.BytesToInt(EndianSwap(animationdata, i, 4)); i += 4;
Length = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
}
else
{
unknown0 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 1
unknown1 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 0
Priority = Utils.BytesToInt(animationdata, i); i += 4;
Length = Utils.BytesToFloat(animationdata, i); i += 4;
}
ExpressionName = ReadBytesUntilNull(animationdata, ref i);
if (!BitConverter.IsLittleEndian)
{
InPoint = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
OutPoint = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
Loop = (Utils.BytesToInt(EndianSwap(animationdata, i, 4)) != 0); i += 4;
EaseInTime = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
EaseOutTime = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
HandPose = Utils.BytesToUInt(EndianSwap(animationdata, i, 4)); i += 4; // Handpose?
JointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
}
else
{
InPoint = Utils.BytesToFloat(animationdata, i); i += 4;
OutPoint = Utils.BytesToFloat(animationdata, i); i += 4;
Loop = (Utils.BytesToInt(animationdata, i) != 0); i += 4;
EaseInTime = Utils.BytesToFloat(animationdata, i); i += 4;
EaseOutTime = Utils.BytesToFloat(animationdata, i); i += 4;
HandPose = Utils.BytesToUInt(animationdata, i); i += 4; // Handpose?
JointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
}
joints = new binBVHJoint[JointCount];
// deserialize the number of joints in the animation.
// Joints are variable length blocks of binary data consisting of joint data and keyframes
for (int iter = 0; iter < JointCount; iter++)
{
binBVHJoint joint = readJoint(animationdata, ref i);
joints[iter] = joint;
}
}
private byte[] EndianSwap(byte[] arr, int offset, int len)
{
byte[] bendian = new byte[offset + len];
Buffer.BlockCopy(arr, offset, bendian, 0, len);
Array.Reverse(bendian);
return bendian;
}
///
/// Variable length strings seem to be null terminated in the animation asset.. but..
/// use with caution, home grown.
/// advances the index.
///
/// The animation asset byte array
/// The offset to start reading
/// a string
public string ReadBytesUntilNull(byte[] data, ref int i)
{
char nterm = '\0'; // Null terminator
int endpos = i;
int startpos = i;
// Find the null character
for (int j = i; j < data.Length; j++)
{
char spot = Convert.ToChar(data[j]);
if (spot == nterm)
{
endpos = j;
break;
}
}
// if we got to the end, then it's a zero length string
if (i == endpos)
{
// advance the 1 null character
i++;
return string.Empty;
}
else
{
// We found the end of the string
// append the bytes from the beginning of the string to the end of the string
// advance i
byte[] interm = new byte[endpos - i];
for (; i < endpos; i++)
{
interm[i - startpos] = data[i];
}
i++; // advance past the null character
return Utils.BytesToString(interm);
}
}
///
/// Read in a Joint from an animation asset byte array
/// Variable length Joint fields, yay!
/// Advances the index
///
/// animation asset byte array
/// Byte Offset of the start of the joint
/// The Joint data serialized into the binBVHJoint structure
public binBVHJoint readJoint(byte[] data, ref int i)
{
binBVHJointKey[] positions;
binBVHJointKey[] rotations;
binBVHJoint pJoint = new binBVHJoint();
/*
109
84
111
114
114
111
0 <--- Null terminator
*/
pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name
/*
2 <- Priority Revisited
0
0
0
*/
/*
5 <-- 5 keyframes
0
0
0
... 5 Keyframe data blocks
*/
/*
2 <-- 2 keyframes
0
0
0
.. 2 Keyframe data blocks
*/
if (!BitConverter.IsLittleEndian)
{
pJoint.Priority = Utils.BytesToInt(EndianSwap(data, i, 4)); i += 4; // Joint Priority override?
rotationkeys = Utils.BytesToInt(EndianSwap(data, i, 4)); i += 4; // How many rotation keyframes
}
else
{
pJoint.Priority = Utils.BytesToInt(data, i); i += 4; // Joint Priority override?
rotationkeys = Utils.BytesToInt(data, i); i += 4; // How many rotation keyframes
}
rotations = readKeys(data, ref i, rotationkeys, -1.0f, 1.0f);
if (!BitConverter.IsLittleEndian)
{
positionkeys = Utils.BytesToInt(EndianSwap(data, i, 4)); i += 4; // How many position keyframes
}
else
{
positionkeys = Utils.BytesToInt(data, i); i += 4; // How many position keyframes
}
// Read in position keyframes
positions = readKeys(data, ref i, positionkeys, -0.5f, 1.5f);
pJoint.rotationkeys = rotations;
pJoint.positionkeys = positions;
return pJoint;
}
///
/// Read Keyframes of a certain type
/// advance i
///
/// Animation Byte array
/// Offset in the Byte Array. Will be advanced
/// Number of Keyframes
/// Scaling Min to pass to the Uint16ToFloat method
/// Scaling Max to pass to the Uint16ToFloat method
///
public binBVHJointKey[] readKeys(byte[] data, ref int i, int keycount, float min, float max)
{
float x;
float y;
float z;
/*
17 255 <-- Time Code
17 255 <-- Time Code
255 255 <-- X
127 127 <-- X
255 255 <-- Y
127 127 <-- Y
213 213 <-- Z
142 142 <---Z
*/
binBVHJointKey[] m_keys = new binBVHJointKey[keycount];
for (int j = 0; j < keycount; j++)
{
binBVHJointKey pJKey = new binBVHJointKey();
if (!BitConverter.IsLittleEndian)
{
pJKey.time = Utils.UInt16ToFloat(EndianSwap(data, i, 2), 0, InPoint, OutPoint); i += 2;
x = Utils.UInt16ToFloat(EndianSwap(data, i, 2), 0, min, max); i += 2;
y = Utils.UInt16ToFloat(EndianSwap(data, i, 2), 0, min, max); i += 2;
z = Utils.UInt16ToFloat(EndianSwap(data, i, 2), 0, min, max); i += 2;
}
else
{
pJKey.time = Utils.UInt16ToFloat(data, i, InPoint, OutPoint); i += 2;
x = Utils.UInt16ToFloat(data, i, min, max); i += 2;
y = Utils.UInt16ToFloat(data, i, min, max); i += 2;
z = Utils.UInt16ToFloat(data, i, min, max); i += 2;
}
pJKey.key_element = new Vector3(x, y, z);
m_keys[j] = pJKey;
}
return m_keys;
}
}
///
/// A Joint and it's associated meta data and keyframes
///
public struct binBVHJoint
{
///
/// Name of the Joint. Matches the avatar_skeleton.xml in client distros
///
public string Name;
///
/// Joint Animation Override? Was the same as the Priority in testing..
///
public int Priority;
///
/// Array of Rotation Keyframes in order from earliest to latest
///
public binBVHJointKey[] rotationkeys;
///
/// Array of Position Keyframes in order from earliest to latest
/// This seems to only be for the Pelvis?
///
public binBVHJointKey[] positionkeys;
///
/// Custom application data that can be attached to a joint
///
public object Tag;
}
///
/// A Joint Keyframe. This is either a position or a rotation.
///
public struct binBVHJointKey
{
// Time in seconds for this keyframe.
public float time;
///
/// Either a Vector3 position or a Vector3 Euler rotation
///
public Vector3 key_element;
}
///
/// Poses set in the animation metadata for the hands.
///
public enum HandPose : uint
{
Spread = 0,
Relaxed = 1,
Point_Both = 2,
Fist = 3,
Relaxed_Left = 4,
Point_Left = 5,
Fist_Left = 6,
Relaxed_Right = 7,
Point_Right = 8,
Fist_Right = 9,
Salute_Right = 10,
Typing = 11,
Peace_Right = 12
}
}