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d6f2228b
编写于
7月 06, 2017
作者:
M
Mugen87
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
BVHLoader: Clean up
上级
bf4f6cba
变更
2
显示空白变更内容
内联
并排
Showing
2 changed file
with
82 addition
and
67 deletion
+82
-67
examples/js/loaders/BVHLoader.js
examples/js/loaders/BVHLoader.js
+76
-64
examples/webgl_loader_bvh.html
examples/webgl_loader_bvh.html
+6
-3
未找到文件。
examples/js/loaders/BVHLoader.js
浏览文件 @
d6f2228b
/**
* @author herzig / http://github.com/herzig
*
* Description: reads BVH files and outputs a single THREE.Skeleton and an THREE.AnimationClip
*
* Currently only supports bvh files containing a single root.
*
*/
* @author herzig / http://github.com/herzig
* @author Mugen87 / https://github.com/Mugen87
*
* Description: reads BVH files and outputs a single THREE.Skeleton and an THREE.AnimationClip
*
* Currently only supports bvh files containing a single root.
*
*/
THREE
.
BVHLoader
=
function
(
manager
)
{
this
.
manager
=
(
manager
!==
undefined
)
?
manager
:
THREE
.
DefaultLoadingManager
;
this
.
animateBonePositions
=
true
;
this
.
animateBoneRotations
=
true
;
this
.
manager
=
(
manager
!==
undefined
)
?
manager
:
THREE
.
DefaultLoadingManager
;
};
THREE
.
BVHLoader
.
prototype
=
{
...
...
@@ -40,14 +41,15 @@ THREE.BVHLoader.prototype = {
and outputs a skeleton structure including motion data
returns thee root node:
{ name:
""
, channels: [], children: [] }
{ name:
''
, channels: [], children: [] }
*/
function
readBvh
(
lines
)
{
// read model structure
if
(
nextLine
(
lines
)
!==
"
HIERARCHY
"
)
{
throw
"
HIERARCHY expected
"
;
if
(
nextLine
(
lines
)
!==
'
HIERARCHY
'
)
{
console
.
error
(
'
THREE.BVHLoader: HIERARCHY expected.
'
);
}
...
...
@@ -55,35 +57,40 @@ THREE.BVHLoader.prototype = {
var
root
=
readNode
(
lines
,
nextLine
(
lines
),
list
);
// read motion data
if
(
nextLine
(
lines
)
!=
"
MOTION
"
)
{
throw
"
MOTION expected
"
;
if
(
nextLine
(
lines
)
!==
'
MOTION
'
)
{
console
.
error
(
'
THREE.BVHLoader: MOTION expected.
'
);
}
// number of frames
var
tokens
=
nextLine
(
lines
).
split
(
/
[\s]
+/
);
var
numFrames
=
parseInt
(
tokens
[
1
]
);
if
(
isNaN
(
numFrames
)
)
{
throw
"
Failed to read number of frames.
"
;
console
.
error
(
'
THREE.BVHLoader: Failed to read number of frames.
'
)
;
}
// frame time
tokens
=
nextLine
(
lines
).
split
(
/
[\s]
+/
);
var
frameTime
=
parseFloat
(
tokens
[
2
]
);
if
(
isNaN
(
frameTime
)
)
{
throw
"
Failed to read frame time.
"
;
console
.
error
(
'
THREE.BVHLoader: Failed to read frame time.
'
)
;
}
// read frame data line by line
for
(
var
i
=
0
;
i
<
numFrames
;
++
i
)
{
tokens
=
nextLine
(
lines
).
split
(
/
[\s]
+/
);
for
(
var
i
=
0
;
i
<
numFrames
;
i
++
)
{
tokens
=
nextLine
(
lines
).
split
(
/
[\s]
+/
);
readFrameData
(
tokens
,
i
*
frameTime
,
root
);
}
...
...
@@ -105,16 +112,14 @@ THREE.BVHLoader.prototype = {
function
readFrameData
(
data
,
frameTime
,
bone
)
{
// end sites have no motion data
if
(
bone
.
type
===
"
ENDSITE
"
)
{
return
;
}
if
(
bone
.
type
===
'
ENDSITE
'
)
return
;
// add keyframe
var
keyframe
=
{
time
:
frameTime
,
position
:
{
x
:
0
,
y
:
0
,
z
:
0
}
,
position
:
new
THREE
.
Vector3
()
,
rotation
:
new
THREE
.
Quaternion
()
};
...
...
@@ -127,40 +132,42 @@ THREE.BVHLoader.prototype = {
var
vz
=
new
THREE
.
Vector3
(
0
,
0
,
1
);
// parse values for each channel in node
for
(
var
i
=
0
;
i
<
bone
.
channels
.
length
;
++
i
)
{
for
(
var
i
=
0
;
i
<
bone
.
channels
.
length
;
i
++
)
{
switch
(
bone
.
channels
[
i
]
)
{
case
"
Xposition
"
:
case
'
Xposition
'
:
keyframe
.
position
.
x
=
parseFloat
(
data
.
shift
().
trim
()
);
break
;
case
"
Yposition
"
:
case
'
Yposition
'
:
keyframe
.
position
.
y
=
parseFloat
(
data
.
shift
().
trim
()
);
break
;
case
"
Zposition
"
:
case
'
Zposition
'
:
keyframe
.
position
.
z
=
parseFloat
(
data
.
shift
().
trim
()
);
break
;
case
"
Xrotation
"
:
case
'
Xrotation
'
:
quat
.
setFromAxisAngle
(
vx
,
parseFloat
(
data
.
shift
().
trim
()
)
*
Math
.
PI
/
180
);
keyframe
.
rotation
.
multiply
(
quat
);
break
;
case
"
Yrotation
"
:
case
'
Yrotation
'
:
quat
.
setFromAxisAngle
(
vy
,
parseFloat
(
data
.
shift
().
trim
()
)
*
Math
.
PI
/
180
);
keyframe
.
rotation
.
multiply
(
quat
);
break
;
case
"
Zrotation
"
:
case
'
Zrotation
'
:
quat
.
setFromAxisAngle
(
vz
,
parseFloat
(
data
.
shift
().
trim
()
)
*
Math
.
PI
/
180
);
keyframe
.
rotation
.
multiply
(
quat
);
break
;
default
:
throw
"
invalid channel type
"
;
console
.
warn
(
'
THREE.BVHLoader: Invalid channel type.
'
)
;
}
}
// parse child nodes
for
(
var
i
=
0
;
i
<
bone
.
children
.
length
;
++
i
)
{
for
(
var
i
=
0
;
i
<
bone
.
children
.
length
;
i
++
)
{
readFrameData
(
data
,
frameTime
,
bone
.
children
[
i
]
);
...
...
@@ -172,23 +179,24 @@ THREE.BVHLoader.prototype = {
Recursively parses the HIERACHY section of the BVH file
- lines: all lines of the file. lines are consumed as we go along.
- firstline: line containing the node type and name e.g.
"JOINT hip"
- firstline: line containing the node type and name e.g.
'JOINT hip'
- list: collects a flat list of nodes
returns: a BVH node including children
*/
function
readNode
(
lines
,
firstline
,
list
)
{
var
node
=
{
name
:
""
,
type
:
""
,
frames
:
[]
};
var
node
=
{
name
:
''
,
type
:
''
,
frames
:
[]
};
list
.
push
(
node
);
// parse node type and name.
// parse node type and name
var
tokens
=
firstline
.
split
(
/
[\s]
+/
);
if
(
tokens
[
0
].
toUpperCase
()
===
"
END
"
&&
tokens
[
1
].
toUpperCase
()
===
"
SITE
"
)
{
if
(
tokens
[
0
].
toUpperCase
()
===
'
END
'
&&
tokens
[
1
].
toUpperCase
()
===
'
SITE
'
)
{
node
.
type
=
"
ENDSITE
"
;
node
.
name
=
"
ENDSITE
"
;
// bvh end sites have no name
node
.
type
=
'
ENDSITE
'
;
node
.
name
=
'
ENDSITE
'
;
// bvh end sites have no name
}
else
{
...
...
@@ -197,49 +205,51 @@ THREE.BVHLoader.prototype = {
}
if
(
nextLine
(
lines
)
!=
"
{
"
)
{
if
(
nextLine
(
lines
)
!=
=
'
{
'
)
{
throw
"
Expected opening { after type & name
"
;
console
.
error
(
'
THREE.BVHLoader: Expected opening { after type & name
'
)
;
}
// parse OFFSET
tokens
=
nextLine
(
lines
).
split
(
/
[\s]
+/
);
if
(
tokens
[
0
]
!==
"
OFFSET
"
)
{
if
(
tokens
[
0
]
!==
'
OFFSET
'
)
{
throw
"
Expected OFFSET, but got:
"
+
tokens
[
0
]
;
console
.
error
(
'
THREE.BVHLoader: Expected OFFSET but got:
'
+
tokens
[
0
]
)
;
}
if
(
tokens
.
length
!=
4
)
{
if
(
tokens
.
length
!=
=
4
)
{
throw
"
OFFSET: Invalid number of values
"
;
console
.
error
(
'
THREE.BVHLoader: Invalid number of values for OFFSET.
'
)
;
}
var
offset
=
{
x
:
parseFloat
(
tokens
[
1
]
),
y
:
parseFloat
(
tokens
[
2
]
),
z
:
parseFloat
(
tokens
[
3
]
)
}
;
var
offset
=
new
THREE
.
Vector3
(
parseFloat
(
tokens
[
1
]
),
parseFloat
(
tokens
[
2
]
),
parseFloat
(
tokens
[
3
]
)
)
;
if
(
isNaN
(
offset
.
x
)
||
isNaN
(
offset
.
y
)
||
isNaN
(
offset
.
z
)
)
{
throw
"
OFFSET: Invalid values
"
;
console
.
error
(
'
THREE.BVHLoader: Invalid values of OFFSET.
'
)
;
}
node
.
offset
=
offset
;
// parse CHANNELS definitions
if
(
node
.
type
!=
"
ENDSITE
"
)
{
if
(
node
.
type
!==
'
ENDSITE
'
)
{
tokens
=
nextLine
(
lines
).
split
(
/
[\s]
+/
);
if
(
tokens
[
0
]
!=
"
CHANNELS
"
)
{
if
(
tokens
[
0
]
!=
=
'
CHANNELS
'
)
{
throw
"
Expected CHANNELS definition
"
;
console
.
error
(
'
THREE.BVHLoader: Expected CHANNELS definition.
'
)
;
}
...
...
@@ -250,11 +260,12 @@ THREE.BVHLoader.prototype = {
}
// read children
while
(
true
)
{
var
line
=
nextLine
(
lines
);
if
(
line
===
"
}
"
)
{
if
(
line
===
'
}
'
)
{
return
node
;
...
...
@@ -284,9 +295,9 @@ THREE.BVHLoader.prototype = {
bone
.
position
.
add
(
source
.
offset
);
bone
.
name
=
source
.
name
;
if
(
source
.
type
!=
"
ENDSITE
"
)
{
if
(
source
.
type
!=
=
'
ENDSITE
'
)
{
for
(
var
i
=
0
;
i
<
source
.
children
.
length
;
++
i
)
{
for
(
var
i
=
0
;
i
<
source
.
children
.
length
;
i
++
)
{
bone
.
add
(
toTHREEBone
(
source
.
children
[
i
],
list
)
);
...
...
@@ -310,19 +321,21 @@ THREE.BVHLoader.prototype = {
var
tracks
=
[];
// create a position and quaternion animation track for each node
for
(
var
i
=
0
;
i
<
bones
.
length
;
++
i
)
{
for
(
var
i
=
0
;
i
<
bones
.
length
;
i
++
)
{
var
bone
=
bones
[
i
];
if
(
bone
.
type
==
"
ENDSITE
"
)
if
(
bone
.
type
==
=
'
ENDSITE
'
)
continue
;
// track data
var
times
=
[];
var
positions
=
[];
var
rotations
=
[];
for
(
var
j
=
0
;
j
<
bone
.
frames
.
length
;
++
j
)
{
for
(
var
j
=
0
;
j
<
bone
.
frames
.
length
;
j
++
)
{
var
frame
=
bone
.
frames
[
j
];
...
...
@@ -330,6 +343,7 @@ THREE.BVHLoader.prototype = {
// the animation system animates the position property,
// so we have to add the joint offset to all values
positions
.
push
(
frame
.
position
.
x
+
bone
.
offset
.
x
);
positions
.
push
(
frame
.
position
.
y
+
bone
.
offset
.
y
);
positions
.
push
(
frame
.
position
.
z
+
bone
.
offset
.
z
);
...
...
@@ -343,21 +357,19 @@ THREE.BVHLoader.prototype = {
if
(
scope
.
animateBonePositions
)
{
tracks
.
push
(
new
THREE
.
VectorKeyframeTrack
(
"
.bones[
"
+
bone
.
name
+
"
].position
"
,
times
,
positions
)
);
tracks
.
push
(
new
THREE
.
VectorKeyframeTrack
(
'
.bones[
'
+
bone
.
name
+
'
].position
'
,
times
,
positions
)
);
}
if
(
scope
.
animateBoneRotations
)
{
tracks
.
push
(
new
THREE
.
QuaternionKeyframeTrack
(
"
.bones[
"
+
bone
.
name
+
"
].quaternion
"
,
times
,
rotations
)
);
tracks
.
push
(
new
THREE
.
QuaternionKeyframeTrack
(
'
.bones[
'
+
bone
.
name
+
'
].quaternion
'
,
times
,
rotations
)
);
}
}
return
new
THREE
.
AnimationClip
(
"
animation
"
,
-
1
,
tracks
);
return
new
THREE
.
AnimationClip
(
'
animation
'
,
-
1
,
tracks
);
}
...
...
examples/webgl_loader_bvh.html
浏览文件 @
d6f2228b
<html>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - BVHLoader
</title>
<title>
three.js webgl - loaders - BVHLoader
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
color
:
#fff
;
...
...
@@ -26,7 +29,7 @@
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- BVH Loader -
<a
href=
"http
s
://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- BVH Loader -
animation from
<a
href=
"http://mocap.cs.cmu.edu/"
>
http://mocap.cs.cmu.edu/
</a>
</div>
<script
src=
"../build/three.js"
></script>
...
...
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