BVH animation loading / retargeting (#25)

This PR adds support for BVH animation files, with a custom animation
player and retargeting solution for our Blender Rigify-based skeletal
meshes.

---------

Co-authored-by: Brooks Palin <brookspalin710@gmail.com>
This commit is contained in:
Danny McGee
2024-01-18 17:28:25 -05:00
committed by GitHub
parent cc00f197dc
commit 1687bfd6ed
36 changed files with 29129 additions and 37 deletions
+38
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use core::fmt;
use anyhow::anyhow;
use bevy::prelude::Deref;
#[derive(Debug, Deref)]
pub struct Error(pub anyhow::Error);
impl From<anyhow::Error> for Error {
fn from(value: anyhow::Error) -> Self {
Self(value)
}
}
pub trait Anyhow<T> {
fn anyhow(self) -> anyhow::Result<T>;
}
impl<T, E> Anyhow<T> for Result<T, E>
where
E: std::error::Error,
{
fn anyhow(self) -> anyhow::Result<T> {
self.map_err(|err| anyhow!("{err}"))
}
}
impl std::error::Error for Error {
fn source(&self) -> Option<&(dyn std::error::Error + 'static)> {
self.0.source()
}
}
impl fmt::Display for Error {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{}", **self)
}
}
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use bevy::{
asset::{io::Reader, AssetLoader, AsyncReadExt, LoadContext},
utils::BoxedFuture,
};
use super::{
error::{Anyhow, Error},
Bvh,
};
#[derive(Default)]
pub struct BvhLoader;
impl AssetLoader for BvhLoader {
type Asset = Bvh;
type Settings = ();
type Error = Error;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
_settings: &'a Self::Settings,
_cx: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
Box::pin(async move {
let mut buf = vec![];
reader.read_to_end(&mut buf).await.anyhow()?;
let bvh = studio_bvh::from_bytes(&buf).anyhow()?;
Ok(Bvh(bvh))
})
}
fn extensions(&self) -> &[&str] {
&["bvh"]
}
}
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use bevy::{
ecs::{
query::{ReadOnlyWorldQuery, WorldQuery},
system::Command,
},
prelude::*,
transform::TransformSystem,
utils::HashMap,
};
use studio_bvh::{frames::Frame, ChannelType};
mod error;
mod loader;
use crate::{
math::Lerp,
scene::{BindPoseGlobal, InvBindPose, SceneState, SkeletalJoint},
};
use self::loader::BvhLoader;
pub struct BvhPlugin;
impl Plugin for BvhPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<Bvh>()
.register_asset_loader(BvhLoader)
// FIXME: Need to add a state for this module (similar to scene
// module's `SceneState`) to manage the order/frequency at
// which these systems run instead of just running them all
// every frame
.add_systems(
PostUpdate,
(
compute_inverse_bindposes,
apply_deferred,
animate_bvh,
retarget_bvh,
)
.chain()
.run_if(in_state(SceneState::Active))
.after(TransformSystem::TransformPropagate),
)
.register_type::<BvhJoint>()
.register_type::<BvhAnim>()
.insert_resource(RetargetMap::default());
}
}
//==============================================================================
// Bvh Asset
//==============================================================================
#[derive(Clone, Debug, Default, Asset, TypePath)]
pub struct Bvh(studio_bvh::Bvh);
//==============================================================================
// Bvh Anim Component
//==============================================================================
#[derive(Component, Debug, Reflect)]
pub struct BvhAnim {
#[reflect(ignore)]
bvh: Handle<Bvh>,
should_play: bool,
frame: usize,
#[reflect(ignore)]
timer: Timer,
}
fn compute_inverse_bindposes(
mut cmd: Commands,
q_bvh_joints: Query<(Entity, &GlobalTransform), (With<BvhJoint>, Without<InvBindPose>)>,
) {
for (ent, world_xform) in q_bvh_joints.iter() {
let inv_bind_pose = world_xform.compute_matrix().inverse();
cmd.entity(ent).insert(InvBindPose(inv_bind_pose));
}
}
pub fn animate_bvh(
mut q_bvh_anims: Query<(&mut BvhAnim, &Children)>,
mut q_bvh_joints: Query<JointQuery, Without<BvhAnim>>,
r_bvh_assets: Res<Assets<Bvh>>,
r_time: Res<Time>,
) {
for (mut anim, children) in q_bvh_anims.iter_mut() {
let bvh = &r_bvh_assets
.get(anim.bvh.clone())
.expect("Could not animate the BVH because the bvh file has not been loaded yet")
.0;
let bvh_len = bvh.frames().len();
let t = if anim.should_play {
anim.timer.tick(r_time.delta());
if anim.timer.just_finished() {
anim.frame = (anim.frame + 1) % bvh_len;
anim.timer.reset();
0.
} else {
anim.timer.percent()
}
} else {
0.
};
let a = bvh.frames().nth(anim.frame).unwrap();
let b = bvh.frames().nth((anim.frame + 1) % bvh_len).unwrap();
for &child_ent in children.iter() {
lerp_frames(&mut q_bvh_joints, child_ent, bvh, &a, &b, t);
}
}
}
fn lerp_frames<T: ReadOnlyWorldQuery>(
joint_query: &mut Query<JointQuery, T>,
current_joint: Entity,
bvh: &studio_bvh::Bvh,
a: &Frame,
b: &Frame,
t: f32,
) {
let Ok(mut joint_entry) = joint_query.get_mut(current_joint) else {
return;
};
let joint_data = bvh
.get_joint(joint_entry.joint.0)
.expect("Invalid BVH format: the joint index is out of bounds");
//new Positions and rotations
let mut new_pos = joint_entry.transform.translation;
let mut new_rot: Vec3 = joint_entry
.transform
.rotation
.to_euler(EulerRot::ZXY)
.into();
// info!("Joint: {} {} {}", joint_entity.joint.0, String::from_utf8_lossy(joint_data.data().name()), joint_entity.name);
for channel in joint_data.channels() {
// info!("Channel {}: {:?} : {}", channel.motion_index(), channel.channel_type(), frame.as_slice()[channel.motion_index()]);
let target = match channel.channel_type() {
ChannelType::PositionX => &mut new_pos.x,
ChannelType::PositionY => &mut new_pos.y,
ChannelType::PositionZ => &mut new_pos.z,
ChannelType::RotationX => &mut new_rot.x,
ChannelType::RotationY => &mut new_rot.y,
ChannelType::RotationZ => &mut new_rot.z,
};
*target = t.lerp(
a.as_slice()[channel.motion_index()],
b.as_slice()[channel.motion_index()],
);
}
joint_entry.transform.translation = new_pos;
joint_entry.transform.rotation = Quat::from_euler(
// TODO: Read the Euler order from the BVH instead of hard-coding
EulerRot::ZXY,
new_rot.z.to_radians(),
new_rot.x.to_radians(),
new_rot.y.to_radians(),
);
if joint_entry.children.is_some() {
let children = joint_entry
.children
.unwrap()
.iter()
.copied()
.collect::<Vec<_>>();
for child in children {
lerp_frames(joint_query, child, bvh, a, b, t);
}
}
}
fn retarget_bvh(
r_retarget_map: Res<RetargetMap>,
mut l_target_ents: Local<HashMap<String, Entity>>,
q_source_bones: Query<(&Name, &InvBindPose, &GlobalTransform), With<BvhJoint>>,
q_target_ents: Query<(Entity, &Name), (With<SkeletalJoint>, Without<BvhJoint>)>,
mut q_target_xforms: Query<
(&Parent, &BindPoseGlobal, &mut Transform),
(With<SkeletalJoint>, Without<BvhJoint>),
>,
q_world_xforms: Query<&GlobalTransform>,
) {
// let retarget_map = RetargetMap::mocap_to_rigify();
for (source_name, source_inv_bind_pose, source_world_xform) in q_source_bones.iter() {
// Lookup the target name in the retarget map
let Some(target_name) = r_retarget_map.source_to_target.get(source_name.as_str()) else {
continue;
};
// Lookup the target entity in the local target bones hashmap,
// or insert it if this is the system's first run
let target_ent = match l_target_ents.get(target_name) {
Some(ent) => Some(*ent),
None => {
if let Some(ent) = q_target_ents.iter().find_map(|(ent, name)| {
if name.as_str() == target_name {
Some(ent)
} else {
None
}
}) {
l_target_ents.insert(target_name.clone(), ent);
Some(ent)
} else {
None
}
}
};
// Lookup the transform data for the matching entity
let Some((target_parent_ent, target_bind_pose_global, mut target_xform)) =
target_ent.and_then(|ent| q_target_xforms.get_mut(ent).ok())
else {
continue;
};
// Copy rotations from source -> target
//
// This code is adapted from the writeup here:
// https://wickedengine.net/2022/09/23/animation-retargeting/
// with the main difference being that the order of operations is
// exactly reversed (DirectX uses row-major matrices, while Bevy uses
// column-major ordering)
// FIXME: We're seeing some jitteryness due to numerical instability.
// Should refactor the Mat4's to Affine3A's and periodically re-
// orthonormalize the matrices inbetween operations.
// [psuedo] local_mat = source_inv_bind_mat * source_world_mat;
let mut local_mat = source_world_xform.compute_matrix() * (**source_inv_bind_pose);
// [psuedo] local_mat = target_world_mat * local_mat * target_inv_parent_mat;
let parent_world_xform = match q_world_xforms.get(**target_parent_ent) {
Ok(world_xform) => world_xform,
Err(_) => &GlobalTransform::IDENTITY,
};
let target_inv_parent_mat = parent_world_xform.compute_matrix().inverse();
local_mat = target_inv_parent_mat * local_mat * (**target_bind_pose_global);
// [psuedo] target_xform.rotation = local_mat.rotation;
let (_, rotation, _) = local_mat.to_scale_rotation_translation();
target_xform.rotation = rotation;
}
}
//==============================================================================
// Bvh Anim Component
//==============================================================================
#[derive(Debug, Component, Reflect)]
pub struct BvhJoint(usize);
#[derive(Debug, WorldQuery)]
#[world_query(mutable)]
pub struct JointQuery {
pub name: &'static Name,
pub joint: &'static BvhJoint,
pub transform: &'static mut Transform,
pub children: Option<&'static mut Children>,
}
//==============================================================================
// Commands Plugin
//==============================================================================
pub trait CommandsSpawnBvhExt {
fn spawn_bvh(&mut self, asset: &Handle<Bvh>) -> Entity;
fn spawn_bvh_with_transform(&mut self, asset: &Handle<Bvh>, transform: Transform) -> Entity;
}
impl<'w, 's> CommandsSpawnBvhExt for Commands<'w, 's> {
fn spawn_bvh(&mut self, asset: &Handle<Bvh>) -> Entity {
let entity = self.spawn_empty().id();
self.add(SpawnBvhCommand(entity, asset.clone(), Transform::default()));
entity
}
fn spawn_bvh_with_transform(&mut self, asset: &Handle<Bvh>, transform: Transform) -> Entity {
let entity = self.spawn_empty().id();
self.add(SpawnBvhCommand(entity, asset.clone(), transform));
entity
}
}
pub struct SpawnBvhCommand(Entity, Handle<Bvh>, Transform);
impl Command for SpawnBvhCommand {
fn apply(self, world: &mut World) {
let bvh = {
let Some(bvh) = world.get_resource::<Assets<Bvh>>().unwrap().get(&self.1) else {
panic!(
"Could not create the BVH entity because the bvh file has not been loaded yet"
)
};
bvh.clone()
};
let Some(root) = bvh.0.root_joint() else {
panic!("Could not create the BVH entity because the bvh file has no root joint")
};
let entity = world.spawn_empty().id();
spawn_bvh_recursive(world, &entity, root);
world
.entity_mut(self.0)
.insert((
BvhAnim {
bvh: self.1,
frame: 0,
should_play: true,
timer: Timer::from_seconds(
bvh.0.frame_time().as_secs_f32(),
TimerMode::Repeating,
),
},
SpatialBundle::from_transform(self.2),
Name::new("BVH Skeliton"),
))
.add_child(entity);
}
}
//==============================================================================
// Utility Functions
//==============================================================================
fn spawn_bvh_recursive(world: &mut World, entity: &Entity, joint: studio_bvh::Joint) {
let offset = joint.data().offset();
let transform = Transform::from_xyz(offset[0], offset[1], offset[2]);
// Save the name of the joint
let name = String::from_utf8_lossy(joint.data().name()).to_string();
world.entity_mut(*entity).insert((
SpatialBundle::from_transform(transform),
BvhJoint(joint.data().index()),
SkeletalJoint(Color::WHITE),
Name::new(name),
));
for child in joint.children() {
let child_entity = world.spawn_empty().id();
spawn_bvh_recursive(world, &child_entity, child);
world.entity_mut(*entity).push_children(&[child_entity]);
}
}
//==============================================================================
// RetargetMap
//==============================================================================
#[derive(Resource, Debug)]
pub struct RetargetMap {
pub target_to_source: HashMap<String, String>,
pub source_to_target: HashMap<String, String>,
}
#[rustfmt::skip]
static TARGET_TO_SOURCE: [(&str, &str); 62] = [
// Spine
("DEF-spine", "LowerBack"),
("DEF-spine.002", "abdomen"),
("DEF-spine.003", "chest"),
("DEF-spine.004", "Neck"),
("DEF-spine.005", "Neck1"),
("DEF-spine.006", "Head"),
// Right arm
("DEF-shoulder.R", "rcollar"),
("DEF-upper_arm.R", "rshoulder"),
("DEF-forearm.R", "relbow"),
("DEF-hand.R", "rhand"),
// Right fingers
// -- Index
("DEF-palm.01.R", "metacarpal1.r"),
("DEF-f_index.01.R", "finger2-1.r"),
("DEF-f_index.02.R", "finger2-2.r"),
("DEF-f_index.03.R", "finger2-3.r"),
// -- Middle
("DEF-palm.02.R", "metacarpal2.r"),
("DEF-f_middle.01.R", "finger3-1.r"),
("DEF-f_middle.02.R", "finger3-2.r"),
("DEF-f_middle.03.R", "finger3-3.r"),
// -- Ring
("DEF-palm.03.R", "metacarpal3.r"),
("DEF-f_ring.01.R", "finger4-1.r"),
("DEF-f_ring.02.R", "finger4-2.r"),
("DEF-f_ring.03.R", "finger4-3.r"),
// -- Pinky
("DEF-palm.04.R", "metacarpal4.r"),
("DEF-f_pinky.01.R", "finger5-1.r"),
("DEF-f_pinky.02.R", "finger5-2.r"),
("DEF-f_pinky.03.R", "finger5-3.r"),
// -- Thumb
("DEF-thumb.01.R", "rthumb"),
("DEF-thumb.02.R", "finger1-2.r"),
("DEF-thumb.03.R", "finger1-3.r"),
// Right leg
("DEF-thigh.R", "rhip"),
("DEF-shin.R", "rknee"),
("DEF-foot.R", "rfoot"),
("DEF-toe.R", "RightToeBase"),
// Left arm
("DEF-shoulder.L", "lcollar"),
("DEF-upper_arm.L", "lshoulder"),
("DEF-forearm.L", "lelbow"),
("DEF-hand.L", "lhand"),
// Left fingers
// -- Index
("DEF-palm.01.L", "metacarpal1.l"),
("DEF-f_index.01.L", "finger2-1.l"),
("DEF-f_index.02.L", "finger2-2.l"),
("DEF-f_index.03.L", "finger2-3.l"),
// -- Middle
("DEF-palm.02.L", "metacarpal2.l"),
("DEF-f_middle.01.L", "finger3-1.l"),
("DEF-f_middle.02.L", "finger3-2.l"),
("DEF-f_middle.03.L", "finger3-3.l"),
// -- Ring
("DEF-palm.03.L", "metacarpal3.l"),
("DEF-f_ring.01.L", "finger4-1.l"),
("DEF-f_ring.02.L", "finger4-2.l"),
("DEF-f_ring.03.L", "finger4-3.l"),
// -- Pinky
("DEF-palm.04.L", "metacarpal4.l"),
("DEF-f_pinky.01.L", "finger5-1.l"),
("DEF-f_pinky.02.L", "finger5-2.l"),
("DEF-f_pinky.03.L", "finger5-3.l"),
// -- Thumb
("DEF-thumb.01.L", "lthumb"),
("DEF-thumb.02.L", "finger1-2.l"),
("DEF-thumb.03.L", "finger1-3.l"),
// Left leg
("DEF-thigh.L", "lhip"),
("DEF-shin.L", "lknee"),
("DEF-foot.L", "lfoot"),
("DEF-toe.L", "LeftToeBase"),
// Pelvis
("DEF-pelvis.R", "RHipJoint"),
("DEF-pelvis.L", "LHipJoint"),
];
impl Default for RetargetMap {
fn default() -> Self {
Self {
target_to_source: TARGET_TO_SOURCE
.iter()
.map(|(k, v)| (k.to_string(), v.to_string()))
.collect(),
source_to_target: TARGET_TO_SOURCE
.iter()
.map(|(v, k)| (k.to_string(), v.to_string()))
.collect(),
}
}
}