Developer Documentation
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Knows how to apply the values generated by an interpolator to a matrix. When playing back an InterpolationAnimation, an InterpolationT interpolates between two points. This can be done linearly or via a bezier curve or whatever. The values coming out of this interpolation are just a vector of numbers that now have to be applied to a transformation in the pose. How this has to be done depends on the type of animation. For example, the interpolator might interpolate between two angles (i.e. output a single number). This would have to be applied to the matrix using a rotation function. The same is imaginable with a translation (3 values) and so on. More...
#include <ObjectTypes/Skeleton/Animation/InterpolationMatrixManipulatorT.hh>
Public Types | |
typedef ACG::GLMatrixT< Scalar > | GLMatrixT |
Public Member Functions | |
virtual void | doManipulation (GLMatrixT &_matrix, std::vector< Scalar > _value)=0 |
Knows how to apply the values generated by an interpolator to a matrix. When playing back an InterpolationAnimation, an InterpolationT interpolates between two points. This can be done linearly or via a bezier curve or whatever. The values coming out of this interpolation are just a vector of numbers that now have to be applied to a transformation in the pose. How this has to be done depends on the type of animation. For example, the interpolator might interpolate between two angles (i.e. output a single number). This would have to be applied to the matrix using a rotation function. The same is imaginable with a translation (3 values) and so on.
Definition at line 65 of file InterpolationMatrixManipulatorT.hh.
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pure virtual |
This applies the given values to the given matrix in the fashion that is suitable.