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SkeletonTransform.hh
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49 
50 #ifndef SKELETONTRANSFORM_HH
51 #define SKELETONTRANSFORM_HH
52 
53 #include "../Skeleton.hh"
54 #include <ACG/Math/Matrix4x4T.hh>
56 
65 
66  public:
67  SkeletonTransform(Skeleton& _skeleton);
68  ~SkeletonTransform() {}
69 
70  public:
72  void scaleSkeleton(double _factor, Skeleton::Pose* _pose = 0);
73 
75  void translateSkeleton(ACG::Vec3d _translation, Skeleton::Pose* _pose = 0);
76 
78  void transformSkeleton(Matrix4x4 _transformation, Skeleton::Pose* _pose = 0);
79 
81  void translateJoint(Skeleton::Joint* _joint, ACG::Vec3d _translation, bool _keepChildPositions = true);
82 
84  void transformJoint(Skeleton::Joint* _joint, Matrix4x4 _matrix, bool _keepChildPositions = true);
85 
87  void rotateJoint(Skeleton::Joint* _joint, Skeleton::Pose* _pose, Matrix4x4 _rotation, bool _applyToWholeAnimation = true);
88 
90  static double determinant(Matrix4x4& _m);
91 
92  private:
93  Skeleton& skeleton_;
94  Skeleton::Pose* refPose_;
95 };
96 
97 #endif //SKELETONTRANSFORM_HH
Skeleton transformation class.
A general pose, used to store the frames of the animation.
Definition: PoseT.hh:68
#define DLLEXPORT
Represents a single joint in the skeleton.
Definition: JointT.hh:66