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
--
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