OpenSceneGraph/src/osgPlugins/bvh/ReaderWriterBVH.cpp

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From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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#include <osg/Notify>
#include <osg/Geometry>
#include <osg/ShapeDrawable>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
#include <osgDB/Registry>
#include <osgAnimation/Bone>
#include <osgAnimation/Skeleton>
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#include <osgAnimation/UpdateBone>
#include <osgAnimation/StackedTransform>
#include <osgAnimation/StackedTranslateElement>
#include <osgAnimation/StackedQuaternionElement>
#include <osgAnimation/BasicAnimationManager>
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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class BvhMotionBuilder : public osg::Referenced
{
public:
typedef std::pair<osg::ref_ptr<osgAnimation::Bone>, int> JointNode;
typedef std::vector<JointNode> JointList;
BvhMotionBuilder() : _drawingFlag(0) {}
virtual ~BvhMotionBuilder() {}
static BvhMotionBuilder* instance()
{
static osg::ref_ptr<BvhMotionBuilder> s_library = new BvhMotionBuilder;
return s_library.get();
}
void buildHierarchy( osgDB::Input& fr, int level, osgAnimation::Bone* parent )
{
bool isRecognized = false;
if ( !parent ) return;
if ( fr.matchSequence("OFFSET %f %f %f") )
{
isRecognized = true;
++fr;
osg::Vec3 offset;
if ( fr.readSequence(offset) )
{
// Process OFFSET section
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parent->setMatrixInSkeletonSpace( osg::Matrix::translate(offset) *
parent->getMatrixInSkeletonSpace() );
osgAnimation::UpdateBone* updateBone =
static_cast<osgAnimation::UpdateBone*>( parent->getUpdateCallback() );
if ( updateBone )
{
osgAnimation::StackedTransform& stack = updateBone->getStackedTransforms();
stack.push_back( new osgAnimation::StackedTranslateElement("position", offset) );
stack.push_back( new osgAnimation::StackedQuaternionElement("quaternion", osg::Quat()) );
}
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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if ( _drawingFlag && parent->getNumParents() && level>0 )
parent->getParent(0)->addChild( createRefGeometry(offset, 0.5).get() );
}
}
if ( fr.matchSequence("CHANNELS %i") )
{
isRecognized = true;
// Process CHANNELS section
int noChannels;
fr[1].getInt( noChannels );
fr += 2;
for ( int i=0; i<noChannels; ++i )
{
// Process each channel
std::string channelName;
fr.readSequence( channelName );
alterChannel( channelName, _joints.back().second );
}
}
if ( fr.matchSequence("End Site {") )
{
isRecognized = true;
fr += 3;
if ( fr.matchSequence("OFFSET %f %f %f") )
{
++fr;
osg::Vec3 offsetEndSite;
if ( fr.readSequence(offsetEndSite) )
{
// Process End Site section
osg::ref_ptr<osgAnimation::Bone> bone = new osgAnimation::Bone( parent->getName()+"End" );
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bone->setMatrixInSkeletonSpace( osg::Matrix::translate(offsetEndSite) *
bone->getMatrixInSkeletonSpace() );
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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bone->setDataVariance( osg::Object::DYNAMIC );
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parent->insertChild( 0, bone.get() );
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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if ( _drawingFlag )
parent->addChild( createRefGeometry(offsetEndSite, 0.5).get() );
}
}
fr.advanceOverCurrentFieldOrBlock();
}
if ( fr.matchSequence("ROOT %w {") || fr.matchSequence("JOINT %w {") )
{
isRecognized = true;
// Process JOINT section
osg::ref_ptr<osgAnimation::Bone> bone = new osgAnimation::Bone( fr[1].getStr() );
bone->setDataVariance( osg::Object::DYNAMIC );
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bone->setDefaultUpdateCallback();
parent->insertChild( 0, bone.get() );
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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_joints.push_back( JointNode(bone, 0) );
int entry = fr[1].getNoNestedBrackets();
fr += 3;
while ( !fr.eof() && fr[0].getNoNestedBrackets()>entry )
buildHierarchy( fr, entry, bone.get() );
fr.advanceOverCurrentFieldOrBlock();
}
if ( !isRecognized )
{
osg::notify(osg::WARN) << "BVH Reader: Unrecognized symbol " << fr[0].getStr()
<< ". Ignore current field or block." << std::endl;
fr.advanceOverCurrentFieldOrBlock();
}
}
void buildMotion( osgDB::Input& fr, osgAnimation::Animation* anim )
{
int i=0, frames=0;
float frameTime=0.033f;
if ( !fr.readSequence("Frames:", frames) )
{
osg::notify(osg::WARN) << "BVH Reader: Frame number setting not found, but an unexpected "
<< fr[0].getStr() << ". Set to 1." << std::endl;
}
++fr;
if ( !fr.readSequence("Time:", frameTime) )
{
osg::notify(osg::WARN) << "BVH Reader: Frame time setting not found, but an unexpected "
<< fr[0].getStr() << ". Set to 0.033 (30FPS)." << std::endl;
}
// Each joint has a position animating channel and an euler animating channel
std::vector< osg::ref_ptr<osgAnimation::Vec3LinearChannel> > posChannels;
std::vector< osg::ref_ptr<osgAnimation::QuatSphericalLinearChannel> > rotChannels;
for ( JointList::iterator itr=_joints.begin(); itr!=_joints.end(); ++itr )
{
std::string name = itr->first->getName();
osg::ref_ptr<osgAnimation::Vec3KeyframeContainer> posKey = new osgAnimation::Vec3KeyframeContainer;
osg::ref_ptr<osgAnimation::Vec3LinearSampler> posSampler = new osgAnimation::Vec3LinearSampler;
osg::ref_ptr<osgAnimation::Vec3LinearChannel> posChannel = new osgAnimation::Vec3LinearChannel( posSampler.get() );
posSampler->setKeyframeContainer( posKey.get() );
posChannel->setName( "position" );
posChannel->setTargetName( name );
osg::ref_ptr<osgAnimation::QuatKeyframeContainer> rotKey = new osgAnimation::QuatKeyframeContainer;
osg::ref_ptr<osgAnimation::QuatSphericalLinearSampler> rotSampler = new osgAnimation::QuatSphericalLinearSampler;
osg::ref_ptr<osgAnimation::QuatSphericalLinearChannel> rotChannel = new osgAnimation::QuatSphericalLinearChannel( rotSampler.get() );
rotSampler->setKeyframeContainer( rotKey.get() );
rotChannel->setName( "quaternion" );
rotChannel->setTargetName( name );
posChannels.push_back( posChannel );
rotChannels.push_back( rotChannel );
}
// Obtain motion data from the stream
while ( !fr.eof() && i<frames )
{
for ( unsigned int n=0; n<_joints.size(); ++n )
{
osgAnimation::Vec3LinearChannel* posChannel = posChannels[n].get();
osgAnimation::QuatSphericalLinearChannel* rotChannel = rotChannels[n].get();
setKeyframe( fr, _joints[n].second, frameTime*(double)i,
dynamic_cast<osgAnimation::Vec3KeyframeContainer*>(posChannel->getSampler()->getKeyframeContainer()),
dynamic_cast<osgAnimation::QuatKeyframeContainer*>(rotChannel->getSampler()->getKeyframeContainer()) );
}
i++;
}
// Add valid channels to the animate object
for ( unsigned int n=0; n<_joints.size(); ++n )
{
if ( posChannels[n]->getOrCreateSampler()->getOrCreateKeyframeContainer()->size()>0 )
anim->addChannel( posChannels[n].get() );
if ( rotChannels[n]->getOrCreateSampler()->getOrCreateKeyframeContainer()->size()>0 )
anim->addChannel( rotChannels[n].get() );
}
}
osg::Group* buildBVH( std::istream& stream, const osgDB::ReaderWriter::Options* options )
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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{
if ( options )
{
if ( options->getOptionString().find("contours")!=std::string::npos ) _drawingFlag = 1;
else if ( options->getOptionString().find("solids")!=std::string::npos ) _drawingFlag = 2;
}
osgDB::Input fr;
fr.attach( &stream );
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osg::ref_ptr<osgAnimation::Bone> boneroot = new osgAnimation::Bone( "Root" );
boneroot->setDefaultUpdateCallback();
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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osg::ref_ptr<osgAnimation::Skeleton> skelroot = new osgAnimation::Skeleton;
skelroot->setDefaultUpdateCallback();
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skelroot->insertChild( 0, boneroot.get() );
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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osg::ref_ptr<osgAnimation::Animation> anim = new osgAnimation::Animation;
while( !fr.eof() )
{
if ( fr.matchSequence("HIERARCHY") )
{
++fr;
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buildHierarchy( fr, 0, boneroot.get() );
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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}
else if ( fr.matchSequence("MOTION") )
{
++fr;
buildMotion( fr, anim.get() );
}
else
{
if ( fr[0].getStr()==NULL ) continue;
osg::notify(osg::WARN) << "BVH Reader: Unexpected beginning " << fr[0].getStr()
<< ", neither HIERARCHY nor MOTION. Stopped." << std::endl;
break;
}
}
#if 0
std::cout << "Bone number: " << _joints.size() << "\n";
for ( unsigned int i=0; i<_joints.size(); ++i )
{
JointNode node = _joints[i];
std::cout << "Bone" << i << " " << node.first->getName() << ": ";
std::cout << std::hex << node.second << std::dec << "; ";
if ( node.first->getNumParents() )
std::cout << "Parent: " << node.first->getParent(0)->getName();
std::cout << "\n";
}
#endif
osg::Group* root = new osg::Group;
osgAnimation::BasicAnimationManager* manager = new osgAnimation::BasicAnimationManager;
root->addChild( skelroot.get() );
root->setUpdateCallback(manager);
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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manager->registerAnimation( anim.get() );
manager->buildTargetReference();
manager->playAnimation( anim.get() );
_joints.clear();
return root;
From Wang Rui, "Attachment is a plugin reading Biovision hierarchical files (.BVH) to generate character motion animations. BVH format is widely used by Character Studio of 3dsmax, MotionBuilder and other softwares, also supported by most motion capture devices. The plugin is based on the latest osgAnimation library of OSG 2.7.6 and will return a osgAnimation::AnimationManager pointer if using readNodeFile() to load it. Source and CMake files are: CMakeLists.txt ReaderWriterBVH.cpp Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results: # osgviewer example1.bvh -O solids This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects. You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications. I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
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}
protected:
void alterChannel( std::string name, int& value )
{
if ( name=="Xposition" ) value |= 0x01;
else if ( name=="Yposition" ) value |= 0x02;
else if ( name=="Zposition" ) value |= 0x04;
else if ( name=="Zrotation" ) value |= 0x08;
else if ( name=="Xrotation" ) value |= 0x10;
else if ( name=="Yrotation" ) value |= 0x20;
}
void setKeyframe( osgDB::Input& fr, int ch, double time,
osgAnimation::Vec3KeyframeContainer* posKey,
osgAnimation::QuatKeyframeContainer* rotKey )
{
if ( ch&0x07 && posKey ) // Position keyframe
{
float keyValue[3] = { 0.0f };
if ( ch&0x01 ) fr.readSequence( keyValue[0] );
if ( ch&0x02 ) fr.readSequence( keyValue[1] );
if ( ch&0x04 ) fr.readSequence( keyValue[2] );
osg::Vec3 vec( keyValue[0], keyValue[1], keyValue[2] );
posKey->push_back( osgAnimation::Vec3Keyframe(time, vec) );
}
if ( ch&0x38 && rotKey ) // Rotation keyframe
{
float keyValue[3] = { 0.0f };
if ( ch&0x08 ) fr.readSequence( keyValue[2] );
if ( ch&0x10 ) fr.readSequence( keyValue[0] );
if ( ch&0x20 ) fr.readSequence( keyValue[1] );
// Note that BVH data need to concatenate the rotating matrices as Y*X*Z
// So we should not create Quat directly from input values, which makes a wrong X*Y*Z
osg::Matrix rotMat = osg::Matrix::rotate(osg::DegreesToRadians(keyValue[1]), osg::Vec3(0.0,1.0,0.0))
* osg::Matrix::rotate(osg::DegreesToRadians(keyValue[0]), osg::Vec3(1.0,0.0,0.0))
* osg::Matrix::rotate(osg::DegreesToRadians(keyValue[2]), osg::Vec3(0.0,0.0,1.0));
osg::Quat quat = rotMat.getRotate();
rotKey->push_back( osgAnimation::QuatKeyframe(time, quat) );
}
}
osg::ref_ptr<osg::Geode> createRefGeometry( osg::Vec3 p, double len )
{
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
if ( _drawingFlag==1 )
{
osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry;
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
// Joint
vertices->push_back( osg::Vec3(-len, 0.0, 0.0) );
vertices->push_back( osg::Vec3( len, 0.0, 0.0) );
vertices->push_back( osg::Vec3( 0.0,-len, 0.0) );
vertices->push_back( osg::Vec3( 0.0, len, 0.0) );
vertices->push_back( osg::Vec3( 0.0, 0.0,-len) );
vertices->push_back( osg::Vec3( 0.0, 0.0, len) );
// Bone
vertices->push_back( osg::Vec3( 0.0, 0.0, 0.0) );
vertices->push_back( p );
geometry->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, 8) );
geometry->setVertexArray( vertices.get() );
geode->addDrawable( geometry.get() );
}
else if ( _drawingFlag==2 )
{
osg::Quat quat;
osg::ref_ptr<osg::Box> box = new osg::Box( p*0.5, p.length(), len, len );
quat.makeRotate( osg::Vec3(1.0,0.0,0.0), p );
box->setRotation( quat );
geode->addDrawable( new osg::ShapeDrawable(box.get()) );
}
return geode;
}
int _drawingFlag;
JointList _joints;
};
class ReaderWriterBVH : public osgDB::ReaderWriter
{
public:
ReaderWriterBVH()
{
supportsExtension( "bvh", "Biovision motion hierarchical file" );
supportsOption( "contours","Show the skeleton with lines." );
supportsOption( "solids","Show the skeleton with solid boxes." );
}
virtual const char* className() const
{ return "BVH Motion Reader"; }
virtual ReadResult readNode(std::istream& stream, const osgDB::ReaderWriter::Options* options) const
{
ReadResult rr = BvhMotionBuilder::instance()->buildBVH( stream, options );
return rr;
}
virtual ReadResult readNode(const std::string& file, const osgDB::ReaderWriter::Options* options) const
{
std::string ext = osgDB::getLowerCaseFileExtension( file );
if ( !acceptsExtension(ext) ) return ReadResult::FILE_NOT_HANDLED;
std::string fileName = osgDB::findDataFile( file, options );
if ( fileName.empty() ) return ReadResult::FILE_NOT_FOUND;
std::ifstream stream( fileName.c_str(), std::ios::in|std::ios::binary );
if( !stream ) return ReadResult::ERROR_IN_READING_FILE;
return readNode( stream, options );
}
};
// Now register with Registry to instantiate the above reader/writer.
REGISTER_OSGPLUGIN( bvh, ReaderWriterBVH )