git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2500 52acb1d6-8a22-11de-b505-999d5b087335
409 lines
15 KiB
C#
409 lines
15 KiB
C#
/*
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* Copyright (c) 2009, openmetaverse.org
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace OpenMetaverse
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{
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/// <summary>
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/// Reads in a byte array of an Animation Asset created by the SecondLife(tm) client.
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/// </summary>
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public class BinBVHAnimationReader
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{
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/// <summary>
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/// Rotation Keyframe count (used internally)
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/// </summary>
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private int rotationkeys;
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/// <summary>
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/// Position Keyframe count (used internally)
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/// </summary>
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private int positionkeys;
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public UInt16 unknown0; // Always 1
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public UInt16 unknown1; // Always 0
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/// <summary>
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/// Animation Priority
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/// </summary>
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public int Priority;
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/// <summary>
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/// The animation length in seconds.
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/// </summary>
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public Single Length;
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/// <summary>
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/// Expression set in the client. Null if [None] is selected
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/// </summary>
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public string ExpressionName; // "" (null)
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/// <summary>
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/// The time in seconds to start the animation
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/// </summary>
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public Single InPoint;
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/// <summary>
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/// The time in seconds to end the animation
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/// </summary>
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public Single OutPoint;
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/// <summary>
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/// Loop the animation
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/// </summary>
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public bool Loop;
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/// <summary>
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/// Meta data. Ease in Seconds.
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/// </summary>
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public Single EaseInTime;
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/// <summary>
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/// Meta data. Ease out seconds.
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/// </summary>
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public Single EaseOutTime;
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/// <summary>
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/// Meta Data for the Hand Pose
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/// </summary>
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public uint HandPose;
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/// <summary>
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/// Number of joints defined in the animation
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/// </summary>
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public uint JointCount;
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/// <summary>
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/// Contains an array of joints
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/// </summary>
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public binBVHJoint[] joints;
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/// <summary>
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/// Searialize an animation asset into it's joints/keyframes/meta data
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/// </summary>
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/// <param name="animationdata"></param>
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public BinBVHAnimationReader(byte[] animationdata)
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{
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int i = 0;
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if (!BitConverter.IsLittleEndian)
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{
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unknown0 = Utils.BytesToUInt16(EndianSwap(animationdata, i, 2)); i += 2; // Always 1
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unknown1 = Utils.BytesToUInt16(EndianSwap(animationdata, i, 2)); i += 2; // Always 0
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Priority = Utils.BytesToInt(EndianSwap(animationdata, i, 4)); i += 4;
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Length = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
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}
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else
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{
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unknown0 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 1
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unknown1 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 0
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Priority = Utils.BytesToInt(animationdata, i); i += 4;
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Length = Utils.BytesToFloat(animationdata, i); i += 4;
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}
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ExpressionName = ReadBytesUntilNull(animationdata, ref i);
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if (!BitConverter.IsLittleEndian)
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{
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InPoint = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
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OutPoint = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
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Loop = (Utils.BytesToInt(EndianSwap(animationdata, i, 4)) != 0); i += 4;
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EaseInTime = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
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EaseOutTime = Utils.BytesToFloat(EndianSwap(animationdata, i, 4), 0); i += 4;
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HandPose = Utils.BytesToUInt(EndianSwap(animationdata, i, 4)); i += 4; // Handpose?
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JointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
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}
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else
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{
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InPoint = Utils.BytesToFloat(animationdata, i); i += 4;
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OutPoint = Utils.BytesToFloat(animationdata, i); i += 4;
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Loop = (Utils.BytesToInt(animationdata, i) != 0); i += 4;
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EaseInTime = Utils.BytesToFloat(animationdata, i); i += 4;
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EaseOutTime = Utils.BytesToFloat(animationdata, i); i += 4;
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HandPose = Utils.BytesToUInt(animationdata, i); i += 4; // Handpose?
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JointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
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}
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joints = new binBVHJoint[JointCount];
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// deserialize the number of joints in the animation.
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// Joints are variable length blocks of binary data consisting of joint data and keyframes
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for (int iter = 0; iter < JointCount; iter++)
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{
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binBVHJoint joint = readJoint(animationdata, ref i);
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joints[iter] = joint;
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}
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}
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private byte[] EndianSwap(byte[] arr, int offset, int len)
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{
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byte[] bendian = new byte[offset + len];
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Buffer.BlockCopy(arr, offset, bendian, 0, len);
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Array.Reverse(bendian);
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return bendian;
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}
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/// <summary>
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/// Variable length strings seem to be null terminated in the animation asset.. but..
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/// use with caution, home grown.
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/// advances the index.
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/// </summary>
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/// <param name="data">The animation asset byte array</param>
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/// <param name="i">The offset to start reading</param>
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/// <returns>a string</returns>
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public string ReadBytesUntilNull(byte[] data, ref int i)
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{
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char nterm = '\0'; // Null terminator
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int endpos = i;
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int startpos = i;
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// Find the null character
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for (int j = i; j < data.Length; j++)
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{
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char spot = Convert.ToChar(data[j]);
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if (spot == nterm)
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{
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endpos = j;
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break;
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}
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}
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// if we got to the end, then it's a zero length string
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if (i == endpos)
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{
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// advance the 1 null character
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i++;
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return string.Empty;
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}
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else
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{
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// We found the end of the string
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// append the bytes from the beginning of the string to the end of the string
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// advance i
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byte[] interm = new byte[endpos - i];
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for (; i < endpos; i++)
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{
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interm[i - startpos] = data[i];
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}
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i++; // advance past the null character
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return Utils.BytesToString(interm);
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}
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}
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/// <summary>
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/// Read in a Joint from an animation asset byte array
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/// Variable length Joint fields, yay!
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/// Advances the index
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/// </summary>
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/// <param name="data">animation asset byte array</param>
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/// <param name="i">Byte Offset of the start of the joint</param>
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/// <returns>The Joint data serialized into the binBVHJoint structure</returns>
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public binBVHJoint readJoint(byte[] data, ref int i)
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{
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binBVHJointKey[] positions;
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binBVHJointKey[] rotations;
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binBVHJoint pJoint = new binBVHJoint();
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/*
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109
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84
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111
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114
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114
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111
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0 <--- Null terminator
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*/
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pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name
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/*
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2 <- Priority Revisited
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0
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0
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0
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*/
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/*
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5 <-- 5 keyframes
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0
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0
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0
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... 5 Keyframe data blocks
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*/
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/*
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2 <-- 2 keyframes
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0
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0
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0
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.. 2 Keyframe data blocks
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*/
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if (!BitConverter.IsLittleEndian)
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{
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pJoint.Priority = Utils.BytesToInt(EndianSwap(data, i, 4)); i += 4; // Joint Priority override?
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rotationkeys = Utils.BytesToInt(EndianSwap(data, i, 4)); i += 4; // How many rotation keyframes
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}
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else
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{
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pJoint.Priority = Utils.BytesToInt(data, i); i += 4; // Joint Priority override?
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rotationkeys = Utils.BytesToInt(data, i); i += 4; // How many rotation keyframes
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}
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rotations = readKeys(data, ref i, rotationkeys, -1.0f, 1.0f);
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if (!BitConverter.IsLittleEndian)
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{
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positionkeys = Utils.BytesToInt(EndianSwap(data, i, 4)); i += 4; // How many position keyframes
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}
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else
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{
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positionkeys = Utils.BytesToInt(data, i); i += 4; // How many position keyframes
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}
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// Read in position keyframes
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positions = readKeys(data, ref i, positionkeys, -0.5f, 1.5f);
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pJoint.rotationkeys = rotations;
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pJoint.positionkeys = positions;
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return pJoint;
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}
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/// <summary>
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/// Read Keyframes of a certain type
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/// advance i
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/// </summary>
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/// <param name="data">Animation Byte array</param>
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/// <param name="i">Offset in the Byte Array. Will be advanced</param>
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/// <param name="keycount">Number of Keyframes</param>
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/// <param name="min">Scaling Min to pass to the Uint16ToFloat method</param>
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/// <param name="max">Scaling Max to pass to the Uint16ToFloat method</param>
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/// <returns></returns>
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public binBVHJointKey[] readKeys(byte[] data, ref int i, int keycount, float min, float max)
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{
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float x;
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float y;
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float z;
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/*
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17 255 <-- Time Code
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17 255 <-- Time Code
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255 255 <-- X
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127 127 <-- X
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255 255 <-- Y
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127 127 <-- Y
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213 213 <-- Z
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142 142 <---Z
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*/
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binBVHJointKey[] m_keys = new binBVHJointKey[keycount];
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for (int j = 0; j < keycount; j++)
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{
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binBVHJointKey pJKey = new binBVHJointKey();
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if (!BitConverter.IsLittleEndian)
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{
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pJKey.time = Utils.UInt16ToFloat(EndianSwap(data, i, 2), 0, InPoint, OutPoint); i += 2;
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x = Utils.UInt16ToFloat(EndianSwap(data, i, 2), 0, min, max); i += 2;
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y = Utils.UInt16ToFloat(EndianSwap(data, i, 2), 0, min, max); i += 2;
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z = Utils.UInt16ToFloat(EndianSwap(data, i, 2), 0, min, max); i += 2;
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}
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else
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{
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pJKey.time = Utils.UInt16ToFloat(data, i, InPoint, OutPoint); i += 2;
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x = Utils.UInt16ToFloat(data, i, min, max); i += 2;
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y = Utils.UInt16ToFloat(data, i, min, max); i += 2;
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z = Utils.UInt16ToFloat(data, i, min, max); i += 2;
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}
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pJKey.key_element = new Vector3(x, y, z);
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m_keys[j] = pJKey;
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}
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return m_keys;
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}
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}
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/// <summary>
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/// A Joint and it's associated meta data and keyframes
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/// </summary>
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public struct binBVHJoint
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{
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/// <summary>
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/// Name of the Joint. Matches the avatar_skeleton.xml in client distros
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/// </summary>
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public string Name;
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/// <summary>
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/// Joint Animation Override? Was the same as the Priority in testing..
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/// </summary>
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public int Priority;
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/// <summary>
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/// Array of Rotation Keyframes in order from earliest to latest
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/// </summary>
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public binBVHJointKey[] rotationkeys;
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/// <summary>
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/// Array of Position Keyframes in order from earliest to latest
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/// This seems to only be for the Pelvis?
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/// </summary>
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public binBVHJointKey[] positionkeys;
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}
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/// <summary>
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/// A Joint Keyframe. This is either a position or a rotation.
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/// </summary>
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public struct binBVHJointKey
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{
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// Time in seconds for this keyframe.
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public float time;
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/// <summary>
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/// Either a Vector3 position or a Vector3 Euler rotation
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/// </summary>
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public Vector3 key_element;
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}
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/// <summary>
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/// Poses set in the animation metadata for the hands.
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/// </summary>
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public enum HandPose : uint
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{
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Spread = 0,
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Relaxed = 1,
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Point_Both = 2,
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Fist = 3,
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Relaxed_Left = 4,
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Point_Left = 5,
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Fist_Left = 6,
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Relaxed_Right = 7,
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Point_Right = 8,
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Fist_Right = 9,
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Salute_Right = 10,
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Typing = 11,
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Peace_Right = 12
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}
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}
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