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-rw-r--r-- | dev/a4-dance/skeleton.h | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/dev/a4-dance/skeleton.h b/dev/a4-dance/skeleton.h new file mode 100644 index 0000000..7a30b33 --- /dev/null +++ b/dev/a4-dance/skeleton.h @@ -0,0 +1,136 @@ +#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 |