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MD5Animation.cpp
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MD5Animation.cpp
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#include <fstream>
#include <stdexcept>
#include "MD5Animation.h"
using namespace std;
using namespace Math;
namespace ST
{
MD5Animation::MD5Animation()
{
}
MD5Animation::~MD5Animation()
{
}
void MD5Animation::LoadAnimation(const string& fileName)
{
ifstream file(fileName);
if (!file)
throw runtime_error("Cannot locate file: " + fileName);
int pos = file.tellg();
file.seekg(0, std::ios::end);
int fileLength = file.tellg();
file.seekg(pos);
if (fileLength <= 0)
throw runtime_error("Malformed file: " + fileName);
string param, junk;
file >> param;
while (file.good())
{
if (param == "MD5Version")
{
int MD5Version;
file >> MD5Version;
if (MD5Version != 10)
throw runtime_error("Incompatible version: " + MD5Version);
}
else if (param == "commandline")
{
file.ignore(fileLength, '\n');
}
else if (param == "numFrames")
{
file >> numFrames;
file.ignore(fileLength, '\n');
frames.reserve(numFrames);
}
else if (param == "numJoints")
{
file >> numJoints;
file.ignore(fileLength, '\n');
}
else if (param == "frameRate")
{
file >> frameRate;
file.ignore(fileLength, '\n');
}
else if (param == "numAnimatedComponents")
{
file >> numAnimatedComponents;
file.ignore(fileLength, '\n');
}
else if (param == "hierarchy")
{
jointInfos.reserve(numJoints);
file >> junk; // Read the '{' character.
for (int i = 0; i < numJoints; i++)
{
JointInfo joint;
file >> joint.name >> joint.parentID >> joint.flags
>> joint.startIndex;
file.ignore(fileLength, '\n');
removeQuotes(joint.name);
jointInfos.push_back(joint);
}
file >> junk; // Read the '}' character.
file.ignore(fileLength, '\n');
}
else if (param == "bounds")
{
file >> junk; // Read the '{' character.
file.ignore(fileLength, '\n');
bounds.reserve(numFrames);
for (int i = 0; i < numFrames; i++)
{
Bound bound;
file >> junk; // Read the '(' character.
file >> bound.min[0] >> bound.min[1] >> bound.min[2];
file >> junk >> junk; // Read the ')' and '(' characters.
file >> bound.max[0] >> bound.max[1] >> bound.max[2];
file.ignore(fileLength, '\n');
bounds.push_back(bound);
}
file >> junk; // Read the '}' character.
file.ignore(fileLength, '\n');
}
else if (param == "baseframe")
{
file >> junk; // Read the '{' character.
file.ignore(fileLength, '\n');
baseFrame.reserve(numJoints);
for (int i = 0; i < numJoints; i++)
{
BaseFrameJoint joint;
file >> junk;
file >> joint.pos[0] >> joint.pos[1] >> joint.pos[2];
file >> junk >> junk;
file >> joint.orient.x >> joint.orient.y >> joint.orient.z;
file.ignore(fileLength, '\n');
baseFrame.push_back(joint);
}
file >> junk; // Read the '}' character.
file.ignore(fileLength, '\n');
}
else if (param == "frame")
{
FrameData frame;
file >> frame.frameID >> junk;
file.ignore(fileLength, '\n');
frame.data.reserve(numAnimatedComponents);
for (int i = 0; i < numAnimatedComponents; i++)
{
float frameDatum;
file >> frameDatum;
frame.data.push_back(frameDatum);
}
frames.push_back(frame);
// Build a skeleton for this frame.
buildFrameSkeleton(frame);
file >> junk;
file.ignore(fileLength, '\n');
}
file >> param;
}
// There will be no push_back() for animatedSkeleton,
// so we need to assign something inside a vector.
animatedSkeleton.assign(numJoints, SkeletonJoint());
animTime = 0.0f;
frameDuration = 1.0f / frameRate;
animDuration = frameDuration * numFrames;
}
void MD5Animation::removeQuotes(string& str)
{
size_t n;
while ((n = str.find('\"')) != string::npos)
{
str.erase(n, 1);
}
}
void MD5Animation::buildFrameSkeleton(const FrameData& frameData)
{
Skeleton skeleton;
skeleton.reserve(numJoints);
for (int i = 0; i < numJoints; i++) // Construct it joint by joint.
{
int j = 0;
const JointInfo& jointInfo = jointInfos[i];
SkeletonJoint animatedJoint = baseFrame[i];
animatedJoint.parent = jointInfos[i].parentID;
// Extract coordinates where joint "i" is placed in given frame.
if (jointInfo.flags & 1)
{
animatedJoint.pos[0] = frameData.data[jointInfo.startIndex + j];
j++;
}
if (jointInfo.flags & 2)
{
animatedJoint.pos[1] = frameData.data[jointInfo.startIndex + j];
j++;
}
if (jointInfo.flags & 4)
{
animatedJoint.pos[2] = frameData.data[jointInfo.startIndex + j];
j++;
}
if (jointInfo.flags & 8)
{
animatedJoint.orient.x = frameData.data[jointInfo.startIndex +
j];
j++;
}
if (jointInfo.flags & 16)
{
animatedJoint.orient.y = frameData.data[jointInfo.startIndex +
j];
j++;
}
if (jointInfo.flags & 32)
{
animatedJoint.orient.z = frameData.data[jointInfo.startIndex +
j];
j++;
}
animatedJoint.orient.ComputeW();
// Joints are given in such order that parent of joint "i"
// has been already processed and is now in object coordinate space.
if (animatedJoint.parent >= 0)
{
SkeletonJoint& parentJoint = skeleton[animatedJoint.parent];
Vector3D rotPos = parentJoint.orient.Rotate(animatedJoint.pos);
animatedJoint.pos = parentJoint.pos + rotPos;
animatedJoint.orient = parentJoint.orient * animatedJoint.orient;
animatedJoint.orient.Normalize();
}
skeleton.push_back(animatedJoint);
}
skeletons.push_back(skeleton);
}
void MD5Animation::Update(float deltaTimeSec)
{
if (numFrames < 1) return;
animTime += deltaTimeSec;
while (animTime > animDuration)
animTime -= animDuration;
while (animTime < 0.0f)
animTime += animDuration;
float frameNumber = animTime * frameRate;
int frame0 = int(floor(frameNumber)) % numFrames;
int frame1 = int(ceil(frameNumber)) % numFrames;
float quotient = fmod(animTime, frameDuration) / frameDuration;
interpolateSkeletons(frame0, frame1, quotient);
}
void MD5Animation::interpolateSkeletons(int frame0, int frame1,
float quotient)
{
for (int i = 0; i < numJoints; i++)
{
SkeletonJoint& animatedJoint = animatedSkeleton[i];
const SkeletonJoint& joint0 = skeletons[frame0][i];
const SkeletonJoint& joint1 = skeletons[frame1][i];
animatedJoint.pos = Vector3D::Lerp(joint0.pos, joint1.pos, quotient);
animatedJoint.orient = Quaternion::Slerp(joint0.orient,
joint1.orient, quotient);
}
}
}