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BVH

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I'd like to get my feet wet with skeletal animation by writing a simple program to load a BVH file. Ideally, I'd like to use a pre-existing data structure from the C++ STL. However, I can't figure out which one would be appropriate. You can take a look at a sample file at http://www.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/Example1.bvh Please let me know if you have any ideas. Mike C. http://www.coolgroups.com/zoomer/

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Hmmm... How about this?

struct Joint
{
float offset[3];
int numchannels;
vector<Joint> children;
}


Mike C.
http://www.coolgroups.com/zoomer/

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In case anyone's interested, here's some code I made to load a BVH file:

#include <iostream>
#include <vector>
using namespace std;

struct Joint {
char name[80];
float offset[3];
int numchannels;
vector<Joint> v;
};

Joint createjoint(FILE *fp, char *jointname)
{
Joint j;
char line[512];
j.numchannels = 0;
char *p = jointname;
while (*p++) if (*p == '\n') *p = 0;
strncpy(j.name, jointname, 80);
while (fgets(line, 512, fp))
{
strlwr(line);
p = strstr(line, "offset");
if (p) sscanf(p+7, "%f %f %f", &j.offset[0], &j.offset[1], &j.offset[2]);
p = strstr(line, "channels");
if (p) sscanf(p+9, "%d", &j.numchannels);
p = strstr(line, "joint");
if (p) j.v.insert(j.v.begin(), createjoint(fp, p+6));
if (strstr(line, "end site")) j.v.insert(j.v.begin(), createjoint(fp, "endofsite"));
if (strstr(line, "}")) return j;
}
return j;
}

void print(Joint j)
{
cout << "name = " << j.name << endl;
cout << "offset: x=" << j.offset[0] << " y=" << j.offset[1] << " z=" << j.offset[2] << endl;
cout << "numchannels: " << j.numchannels << endl;
cout << "num children: " << j.v.size() << endl;
cout << endl;
vector<Joint>::iterator iter = j.v.begin();
while (iter != j.v.end()) print(*iter++);
}

void main(void)
{
Joint j;
FILE *fp = fopen("test.bvh", "r");
j = createjoint(fp, "root");
fclose(fp);
print(j);
}


Mike C.
http://www.coolgroups.com/zoomer/

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