Developer Documentation
SkeletonTransform.hh
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41
42
43
44#ifndef SKELETONTRANSFORM_HH
45#define SKELETONTRANSFORM_HH
46
47#include "../Skeleton.hh"
48#include <ACG/Math/Matrix4x4T.hh>
50
58class OBJECTTYPEDLLEXPORT SkeletonTransform {
59
60 public:
61 explicit SkeletonTransform(Skeleton& _skeleton);
63
64 public:
66 void scaleSkeleton(double _factor, Skeleton::Pose* _pose = 0);
67
69 void translateSkeleton(ACG::Vec3d _translation, Skeleton::Pose* _pose = 0);
70
72 void transformSkeleton(Matrix4x4 _transformation, Skeleton::Pose* _pose = 0);
73
75 void translateJoint(Skeleton::Joint* _joint, ACG::Vec3d _translation, bool _keepChildPositions = true);
76
78 void transformJoint(Skeleton::Joint* _joint, Matrix4x4 _matrix, bool _keepChildPositions = true);
79
81 void rotateJoint(Skeleton::Joint* _joint, Skeleton::Pose* _pose, Matrix4x4 _rotation, bool _applyToWholeAnimation = true);
82
84 static double determinant(const Matrix4x4& _m);
85
86 private:
87 Skeleton& skeleton_;
88 Skeleton::Pose* refPose_;
89};
90
91#endif //SKELETONTRANSFORM_HH
Represents a single joint in the skeleton.
Definition: JointT.hh:61
A general pose, used to store the frames of the animation.
Definition: PoseT.hh:59
Skeleton transformation class.