File: //var/www/aspa/three/addons/loaders/BVHLoader.js
import {
	AnimationClip,
	Bone,
	FileLoader,
	Loader,
	Quaternion,
	QuaternionKeyframeTrack,
	Skeleton,
	Vector3,
	VectorKeyframeTrack
} from 'three';
/**
 * Description: reads BVH files and outputs a single Skeleton and an AnimationClip
 *
 * Currently only supports bvh files containing a single root.
 *
 */
class BVHLoader extends Loader {
	constructor( manager ) {
		super( manager );
		this.animateBonePositions = true;
		this.animateBoneRotations = true;
	}
	load( url, onLoad, onProgress, onError ) {
		const scope = this;
		const loader = new FileLoader( scope.manager );
		loader.setPath( scope.path );
		loader.setRequestHeader( scope.requestHeader );
		loader.setWithCredentials( scope.withCredentials );
		loader.load( url, function ( text ) {
			try {
				onLoad( scope.parse( text ) );
			} catch ( e ) {
				if ( onError ) {
					onError( e );
				} else {
					console.error( e );
				}
				scope.manager.itemError( url );
			}
		}, onProgress, onError );
	}
	parse( text ) {
		/*
			reads a string array (lines) from a BVH file
			and outputs a skeleton structure including motion data
			returns thee root node:
			{ name: '', channels: [], children: [] }
		*/
		function readBvh( lines ) {
			// read model structure
			if ( nextLine( lines ) !== 'HIERARCHY' ) {
				console.error( 'THREE.BVHLoader: HIERARCHY expected.' );
			}
			const list = []; // collects flat array of all bones
			const root = readNode( lines, nextLine( lines ), list );
			// read motion data
			if ( nextLine( lines ) !== 'MOTION' ) {
				console.error( 'THREE.BVHLoader: MOTION expected.' );
			}
			// number of frames
			let tokens = nextLine( lines ).split( /[\s]+/ );
			const numFrames = parseInt( tokens[ 1 ] );
			if ( isNaN( numFrames ) ) {
				console.error( 'THREE.BVHLoader: Failed to read number of frames.' );
			}
			// frame time
			tokens = nextLine( lines ).split( /[\s]+/ );
			const frameTime = parseFloat( tokens[ 2 ] );
			if ( isNaN( frameTime ) ) {
				console.error( 'THREE.BVHLoader: Failed to read frame time.' );
			}
			// read frame data line by line
			for ( let i = 0; i < numFrames; i ++ ) {
				tokens = nextLine( lines ).split( /[\s]+/ );
				readFrameData( tokens, i * frameTime, root );
			}
			return list;
		}
		/*
			Recursively reads data from a single frame into the bone hierarchy.
			The passed bone hierarchy has to be structured in the same order as the BVH file.
			keyframe data is stored in bone.frames.
			- data: splitted string array (frame values), values are shift()ed so
			this should be empty after parsing the whole hierarchy.
			- frameTime: playback time for this keyframe.
			- bone: the bone to read frame data from.
		*/
		function readFrameData( data, frameTime, bone ) {
			// end sites have no motion data
			if ( bone.type === 'ENDSITE' ) return;
			// add keyframe
			const keyframe = {
				time: frameTime,
				position: new Vector3(),
				rotation: new Quaternion()
			};
			bone.frames.push( keyframe );
			const quat = new Quaternion();
			const vx = new Vector3( 1, 0, 0 );
			const vy = new Vector3( 0, 1, 0 );
			const vz = new Vector3( 0, 0, 1 );
			// parse values for each channel in node
			for ( let i = 0; i < bone.channels.length; i ++ ) {
				switch ( bone.channels[ i ] ) {
					case 'Xposition':
						keyframe.position.x = parseFloat( data.shift().trim() );
						break;
					case 'Yposition':
						keyframe.position.y = parseFloat( data.shift().trim() );
						break;
					case 'Zposition':
						keyframe.position.z = parseFloat( data.shift().trim() );
						break;
					case 'Xrotation':
						quat.setFromAxisAngle( vx, parseFloat( data.shift().trim() ) * Math.PI / 180 );
						keyframe.rotation.multiply( quat );
						break;
					case 'Yrotation':
						quat.setFromAxisAngle( vy, parseFloat( data.shift().trim() ) * Math.PI / 180 );
						keyframe.rotation.multiply( quat );
						break;
					case 'Zrotation':
						quat.setFromAxisAngle( vz, parseFloat( data.shift().trim() ) * Math.PI / 180 );
						keyframe.rotation.multiply( quat );
						break;
					default:
						console.warn( 'THREE.BVHLoader: Invalid channel type.' );
				}
			}
			// parse child nodes
			for ( let i = 0; i < bone.children.length; i ++ ) {
				readFrameData( data, frameTime, bone.children[ i ] );
			}
		}
		/*
		 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'
		 - list: collects a flat list of nodes
		 returns: a BVH node including children
		*/
		function readNode( lines, firstline, list ) {
			const node = { name: '', type: '', frames: [] };
			list.push( node );
			// parse node type and name
			let tokens = firstline.split( /[\s]+/ );
			if ( tokens[ 0 ].toUpperCase() === 'END' && tokens[ 1 ].toUpperCase() === 'SITE' ) {
				node.type = 'ENDSITE';
				node.name = 'ENDSITE'; // bvh end sites have no name
			} else {
				node.name = tokens[ 1 ];
				node.type = tokens[ 0 ].toUpperCase();
			}
			if ( nextLine( lines ) !== '{' ) {
				console.error( 'THREE.BVHLoader: Expected opening { after type & name' );
			}
			// parse OFFSET
			tokens = nextLine( lines ).split( /[\s]+/ );
			if ( tokens[ 0 ] !== 'OFFSET' ) {
				console.error( 'THREE.BVHLoader: Expected OFFSET but got: ' + tokens[ 0 ] );
			}
			if ( tokens.length !== 4 ) {
				console.error( 'THREE.BVHLoader: Invalid number of values for OFFSET.' );
			}
			const offset = new Vector3(
				parseFloat( tokens[ 1 ] ),
				parseFloat( tokens[ 2 ] ),
				parseFloat( tokens[ 3 ] )
			);
			if ( isNaN( offset.x ) || isNaN( offset.y ) || isNaN( offset.z ) ) {
				console.error( 'THREE.BVHLoader: Invalid values of OFFSET.' );
			}
			node.offset = offset;
			// parse CHANNELS definitions
			if ( node.type !== 'ENDSITE' ) {
				tokens = nextLine( lines ).split( /[\s]+/ );
				if ( tokens[ 0 ] !== 'CHANNELS' ) {
					console.error( 'THREE.BVHLoader: Expected CHANNELS definition.' );
				}
				const numChannels = parseInt( tokens[ 1 ] );
				node.channels = tokens.splice( 2, numChannels );
				node.children = [];
			}
			// read children
			while ( true ) {
				const line = nextLine( lines );
				if ( line === '}' ) {
					return node;
				} else {
					node.children.push( readNode( lines, line, list ) );
				}
			}
		}
		/*
			recursively converts the internal bvh node structure to a Bone hierarchy
			source: the bvh root node
			list: pass an empty array, collects a flat list of all converted THREE.Bones
			returns the root Bone
		*/
		function toTHREEBone( source, list ) {
			const bone = new Bone();
			list.push( bone );
			bone.position.add( source.offset );
			bone.name = source.name;
			if ( source.type !== 'ENDSITE' ) {
				for ( let i = 0; i < source.children.length; i ++ ) {
					bone.add( toTHREEBone( source.children[ i ], list ) );
				}
			}
			return bone;
		}
		/*
			builds a AnimationClip from the keyframe data saved in each bone.
			bone: bvh root node
			returns: a AnimationClip containing position and quaternion tracks
		*/
		function toTHREEAnimation( bones ) {
			const tracks = [];
			// create a position and quaternion animation track for each node
			for ( let i = 0; i < bones.length; i ++ ) {
				const bone = bones[ i ];
				if ( bone.type === 'ENDSITE' )
					continue;
				// track data
				const times = [];
				const positions = [];
				const rotations = [];
				for ( let j = 0; j < bone.frames.length; j ++ ) {
					const frame = bone.frames[ j ];
					times.push( frame.time );
					// 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 );
					rotations.push( frame.rotation.x );
					rotations.push( frame.rotation.y );
					rotations.push( frame.rotation.z );
					rotations.push( frame.rotation.w );
				}
				if ( scope.animateBonePositions ) {
					tracks.push( new VectorKeyframeTrack( bone.name + '.position', times, positions ) );
				}
				if ( scope.animateBoneRotations ) {
					tracks.push( new QuaternionKeyframeTrack( bone.name + '.quaternion', times, rotations ) );
				}
			}
			return new AnimationClip( 'animation', - 1, tracks );
		}
		/*
			returns the next non-empty line in lines
		*/
		function nextLine( lines ) {
			let line;
			// skip empty lines
			while ( ( line = lines.shift().trim() ).length === 0 ) { }
			return line;
		}
		const scope = this;
		const lines = text.split( /[\r\n]+/g );
		const bones = readBvh( lines );
		const threeBones = [];
		toTHREEBone( bones[ 0 ], threeBones );
		const threeClip = toTHREEAnimation( bones );
		return {
			skeleton: new Skeleton( threeBones ),
			clip: threeClip
		};
	}
}
export { BVHLoader };