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authorKT <tran0563@umn.edu>2021-09-06 19:07:33 -0500
committerKT <tran0563@umn.edu>2021-09-06 19:07:33 -0500
commitcccd3186305915d92b1751dc616979d64116a4aa (patch)
tree5dd4834daef547cd45fc0b643f44a10b581de0ad /dev/a4-dance/skeleton.h
parentAdded missing images for the A6 worksheet (diff)
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-rw-r--r--dev/a4-dance/skeleton.h136
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diff --git a/dev/a4-dance/skeleton.h b/dev/a4-dance/skeleton.h
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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