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 
58 class OBJECTTYPEDLLEXPORT SkeletonTransform {
59 
60  public:
61  explicit SkeletonTransform(Skeleton& _skeleton);
62  ~SkeletonTransform() {}
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(Matrix4x4& _m);
85 
86  private:
87  Skeleton& skeleton_;
88  Skeleton::Pose* refPose_;
89 };
90 
91 #endif //SKELETONTRANSFORM_HH
A general pose, used to store the frames of the animation.
Definition: PoseT.hh:58
Skeleton transformation class.
Represents a single joint in the skeleton.
Definition: JointT.hh:60