From da255be05a451ba9a48efd6f167849228a54273b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 17 Nov 2009 16:25:52 +0000 Subject: refactor: move AvatarAnimations, BinBVHAnimation --- .../Framework/Scenes/Animation/BinBVHAnimation.cs | 643 +++++++++++++++++++++ 1 file changed, 643 insertions(+) create mode 100644 OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs (limited to 'OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs') diff --git a/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs new file mode 100644 index 0000000..3afc87f --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs @@ -0,0 +1,643 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.IO; +using OpenMetaverse; + +namespace OpenSim.Region.Framework.Scenes.Animation +{ + /// + /// Written to decode and encode a binary animation asset. + /// The SecondLife Client reads in a BVH file and converts + /// it to the format described here. This isn't + /// + public class BinBVHAnimation + { + /// + /// Rotation Keyframe count (used internally) + /// Don't use this, use the rotationkeys.Length on each joint + /// + private int rotationkeys; + + /// + /// Position Keyframe count (used internally) + /// Don't use this, use the positionkeys.Length on each joint + /// + 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 + /// Don't use this.. use joints.Length + /// + private uint m_jointCount; + + + /// + /// Contains an array of joints + /// + public binBVHJoint[] Joints; + + + public byte[] ToBytes() + { + byte[] outputbytes = new byte[0]; + + BinaryWriter iostream = new BinaryWriter(new MemoryStream()); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(unknown0))); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(unknown1))); + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Priority))); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(Length))); + iostream.Write(BinBVHUtil.WriteNullTerminatedString(ExpressionName)); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(InPoint))); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(OutPoint))); + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Loop ? 1 : 0))); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(EaseInTime))); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(EaseOutTime))); + iostream.Write(BinBVHUtil.ES(Utils.UIntToBytes(HandPose))); + iostream.Write(BinBVHUtil.ES(Utils.UIntToBytes((uint)(Joints.Length)))); + + for (int i = 0; i < Joints.Length; i++) + { + Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint); + } + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0))); + MemoryStream ms = (MemoryStream)iostream.BaseStream; + outputbytes = ms.ToArray(); + ms.Close(); + iostream.Close(); + return outputbytes; + } + + public BinBVHAnimation() + { + rotationkeys = 0; + positionkeys = 0; + unknown0 = 1; + unknown1 = 0; + Priority = 1; + Length = 0; + ExpressionName = string.Empty; + InPoint = 0; + OutPoint = 0; + Loop = false; + EaseInTime = 0; + EaseOutTime = 0; + HandPose = 1; + m_jointCount = 0; + + Joints = new binBVHJoint[1]; + Joints[0] = new binBVHJoint(); + Joints[0].Name = "mPelvis"; + Joints[0].Priority = 7; + Joints[0].positionkeys = new binBVHJointKey[1]; + Joints[0].rotationkeys = new binBVHJointKey[1]; + Random rnd = new Random(); + + Joints[0].rotationkeys[0] = new binBVHJointKey(); + Joints[0].rotationkeys[0].time = (0f); + Joints[0].rotationkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1); + Joints[0].rotationkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); + Joints[0].rotationkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); + + Joints[0].positionkeys[0] = new binBVHJointKey(); + Joints[0].positionkeys[0].time = (0f); + Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1); + Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); + Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); + + + } + + public BinBVHAnimation(byte[] animationdata) + { + int i = 0; + if (!BitConverter.IsLittleEndian) + { + unknown0 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata,i,2)); i += 2; // Always 1 + unknown1 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata, i, 2)); i += 2; // Always 0 + Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4; + Length = Utils.BytesToFloat(BinBVHUtil.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(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + OutPoint = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + Loop = (Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)) != 0); i += 4; + EaseInTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + EaseOutTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + HandPose = Utils.BytesToUInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4; // Handpose? + + m_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? + + m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count + } + Joints = new binBVHJoint[m_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 < m_jointCount; iter++) + { + binBVHJoint joint = readJoint(animationdata, ref i); + Joints[iter] = joint; + } + } + + + /// + /// 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 + private static 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 + /// 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 + private 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(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // Joint Priority override? + rotationkeys = Utils.BytesToInt(BinBVHUtil.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 + } + + // argh! floats into two bytes!.. bad bad bad bad + // After fighting with it for a while.. -1, to 1 seems to give the best results + rotations = readKeys(data, ref i, rotationkeys, -1f, 1f); + for (int iter = 0; iter < rotations.Length; iter++) + { + rotations[iter].W = 1f - + (rotations[iter].key_element.X + rotations[iter].key_element.Y + + rotations[iter].key_element.Z); + } + + + if (!BitConverter.IsLittleEndian) + { + positionkeys = Utils.BytesToInt(BinBVHUtil.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 + // argh! more floats into two bytes!.. *head desk* + // After fighting with it for a while.. -5, to 5 seems to give the best results + positions = readKeys(data, ref i, positionkeys, -5f, 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 + /// + private binBVHJointKey[] readKeys(byte[] data, ref int i, int keycount, float min, float max) + { + float x; + float y; + float z; + + /* + 0.o, Float values in Two bytes.. this is just wrong >:( + 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(BinBVHUtil.EndianSwap(data, i, 2), 0, InPoint, OutPoint); i += 2; + x = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2; + y = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2; + z = Utils.UInt16ToFloat(BinBVHUtil.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; + + + + public void WriteBytesToStream(BinaryWriter iostream, float InPoint, float OutPoint) + { + iostream.Write(BinBVHUtil.WriteNullTerminatedString(Name)); + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Priority))); + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(rotationkeys.Length))); + for (int i=0;i + /// 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; + + public float W; + + public void WriteBytesToStream(BinaryWriter iostream, float InPoint, float OutPoint, float min, float max) + { + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(time, InPoint, OutPoint)))); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.X, min, max)))); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.Y, min, max)))); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.Z, min, max)))); + } + } + + /// + /// 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 + } + public static class BinBVHUtil + { + public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue; + + public static UInt16 FloatToUInt16(float val, float lower, float upper) + { + UInt16 uival = 0; + //m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue + //0-1 + +// float difference = upper - lower; + // we're trying to get a zero lower and modify all values equally so we get a percentage position + if (lower > 0) + { + upper -= lower; + val = val - lower; + + // start with 500 upper and 200 lower.. subtract 200 from the upper and the value + } + else //if (lower < 0 && upper > 0) + { + // double negative, 0 minus negative 5 is 5. + upper += 0 - lower; + lower += 0 - lower; + val += 0 - lower; + } + + if (upper == 0) + val = 0; + else + { + val /= upper; + } + + uival = (UInt16)(val * UInt16.MaxValue); + + return uival; + } + + + /// + /// Endian Swap + /// Swaps endianness if necessary + /// + /// Input array + /// + public static byte[] ES(byte[] arr) + { + if (!BitConverter.IsLittleEndian) + Array.Reverse(arr); + return arr; + } + public static 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; + } + + public static byte[] WriteNullTerminatedString(string str) + { + byte[] output = new byte[str.Length + 1]; + Char[] chr = str.ToCharArray(); + int i = 0; + for (i = 0; i < chr.Length; i++) + { + output[i] = Convert.ToByte(chr[i]); + + } + + output[i] = Convert.ToByte('\0'); + return output; + } + + } +} +/* +switch (jointname) + { + case "mPelvis": + case "mTorso": + case "mNeck": + case "mHead": + case "mChest": + case "mHipLeft": + case "mHipRight": + case "mKneeLeft": + case "mKneeRight": + // XYZ->ZXY + t = x; + x = y; + y = t; + break; + case "mCollarLeft": + case "mCollarRight": + case "mElbowLeft": + case "mElbowRight": + // YZX ->ZXY + t = z; + z = x; + x = y; + y = t; + break; + case "mWristLeft": + case "mWristRight": + case "mShoulderLeft": + case "mShoulderRight": + // ZYX->ZXY + t = y; + y = z; + z = t; + + break; + case "mAnkleLeft": + case "mAnkleRight": + // XYZ ->ZXY + t = x; + x = z; + z = y; + y = t; + break; + } +*/ \ No newline at end of file -- cgit v1.1