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authorMatt Strapp <matt@mattstrapp.net>2021-11-01 14:39:34 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-11-01 14:39:34 -0500
commit36b8bde22e15e7a8608bd8920b4d6d8edf78af18 (patch)
tree1c022ce8d1854c6120ed492eb0bcad2e016e0f1f /dev/a4-dance/skeleton.h
parentdo a3 (diff)
parentUpdate a4_dance.md (diff)
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Merge branch 'support-code' of https://github.umn.edu/umn-csci-4611-f21/shared-upstream
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+#ifndef SKELETON_H_
+#define SKELETON_H_
+
+#include <mingfx.h>
+using namespace mingfx;
+
+#include "simple_parser.h"
+
+
+/** This data structure describes a rigid body skeleton used to record and play
+ back motion capture data. Each skelton has a root node, which may have one or
+ more child bones. Each bone, may have zero or more child bones.
+
+ */
+class Skeleton {
+public:
+
+ /// Creates an empty skeleton
+ Skeleton();
+ virtual ~Skeleton();
+
+ /// Loads a skeleton from the Acclaim ASF file format.
+ void LoadFromASF(const std::string &asf_filename);
+
+ /// The number of bones attached to the root node
+ int num_root_bones() const;
+
+ /// The name of the i-th bone attached to the root node
+ std::string root_bone(int i) const;
+
+ /// The number of children of the named bone
+ int num_children(const std::string &bone_name) const;
+
+ /// The name of the i-th child of the named bone
+ std::string child_bone(const std::string &bone_name, int i) const;
+
+
+ /** The joint angle rotations that produce the animation are applied around
+ a set of x,y,z axes that make sense for the joint (e.g., a joint with
+ only 1 degree-of-freedom might setup a coordinate system where the X-axis
+ is aligned along the hinge of that joint). The following transform
+ rotates the bone's local coordinate system into the joint angle coordinate
+ system. This must be done before the joint angles can be applied. Then,
+ after the joint angles are applied, we must rotate back before applying
+ the to_parent transform.
+ */
+ Matrix4 BoneSpaceToRotAxesSpace(const std::string &bone_name) const;
+
+ /** The inverse of BoneSpaceToRotAxesSpace(). Use this matrix to rotate
+ back to the bone's local coordinate system after applying joint angle
+ rotations. */
+ Matrix4 RotAxesSpaceToBoneSpace(const std::string &bone_name) const;
+
+ /** This matrix transforms from the bone's local coordinate system to the
+ coordinate system of its children, which is the same as translating from
+ the bone's origin by the BoneDirectionAndLength() */
+ Matrix4 BoneSpaceToChildrenSpace(const std::string &bone_name) const;
+
+ /** Returns the direction and length of the bone. If you translate from the
+ bone's origin along this vector, you will reach the point that should be
+ used as the origin for the bone's children. */
+ Vector3 BoneDirectionAndLength(const std::string &bone_name) const;
+
+
+
+ /* Most users will not need to access the routines below this line because
+ all of these properties are taken into account when calculating the
+ matrices above. */
+
+ /// True if the joint used to rotate bone_name can rotate around the X axis.
+ bool rx_dof(const std::string &bone_name) const;
+
+ /// Returns the valid range of X-axis joint angles for the joint used to rotate bone_name.
+ Vector2 rx_limits(const std::string &bone_name) const;
+
+ /// True if the joint used to rotate bone_name can rotate around the Y axis.
+ bool ry_dof(const std::string &bone_name) const;
+
+ /// Returns the valid range of Y-axis joint angles for the joint used to rotate bone_name.
+ Vector2 ry_limits(const std::string &bone_name) const;
+
+ /// True if the joint used to rotate bone_name can rotate around the Z axis.
+ bool rz_dof(const std::string &bone_name) const;
+
+ /// Returns the valid range of Z-axis joint angles for the joint used to rotate bone_name.
+ Vector2 rz_limits(const std::string &bone_name) const;
+
+ /// Returns 0,1,2 or 3 for the number of degrees of freedom of the joint
+ /// used to rotate the named bone.
+ int degrees_of_freedom(const std::string &bone_name) const;
+
+
+ /// Typically zero, and we can ignore this.
+ Vector3 skeleton_root_position() const;
+
+ /// Typically zero, and we can ignore this.
+ Vector3 skeleton_root_orientation() const;
+
+
+private:
+ bool using_degrees_;
+
+ std::vector<std::string> root_bones_;
+ Vector3 root_position_;
+ Vector3 root_orientation_;
+
+ std::map<std::string, int> ids_;
+
+ std::map<std::string, std::vector<std::string> > children_;
+ std::map<std::string, Vector3> directions_;
+
+ std::map<std::string, float> lengths_;
+
+ std::map<std::string, bool> rx_dof_;
+ std::map<std::string, Vector2> rx_limits_;
+
+ std::map<std::string, bool> ry_dof_;
+ std::map<std::string, Vector2> ry_limits_;
+
+ std::map<std::string, bool> rz_dof_;
+ std::map<std::string, Vector2> rz_limits_;
+
+ std::map<std::string, Matrix4> bone_to_rot_axes_;
+ std::map<std::string, Matrix4> rot_axes_to_bone_;
+ std::map<std::string, Matrix4> bone_to_children_;
+
+
+ // Helpers for parsing skeleton data from file
+ void ParseUnits(SimpleParser *parser);
+ void ParseRoot(SimpleParser *parser);
+ void ParseBonedata(SimpleParser *parser);
+ void ParseBone(SimpleParser *parser, bool dg);
+ void ParseHierarchy(SimpleParser *parser);
+};
+
+#endif