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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
- //
- // This Source Code Form is subject to the terms of the Mozilla Public License
- // v. 2.0. If a copy of the MPL was not distributed with this file, You can
- // obtain one at http://mozilla.org/MPL/2.0/.
- #ifndef IGL_DEFORM_SKELETON_H
- #define IGL_DEFORM_SKELETON_H
- #include "igl_inline.h"
- #include <Eigen/Core>
- #include <Eigen/Geometry>
- #include <vector>
- namespace igl
- {
- // Deform a skeleton.
- //
- // Inputs:
- // C #C by 3 list of joint positions
- // BE #BE by 2 list of bone edge indices
- // vA #BE list of bone transformations
- // Outputs
- // CT #BE*2 by 3 list of deformed joint positions
- // BET #BE by 2 list of bone edge indices (maintains order)
- //
- IGL_INLINE void deform_skeleton(
- const Eigen::MatrixXd & C,
- const Eigen::MatrixXi & BE,
- const std::vector<
- Eigen::Affine3d,Eigen::aligned_allocator<Eigen::Affine3d> > & vA,
- Eigen::MatrixXd & CT,
- Eigen::MatrixXi & BET);
- // Inputs:
- // T #BE*4 by 3 list of stacked transformation matrix
- IGL_INLINE void deform_skeleton(
- const Eigen::MatrixXd & C,
- const Eigen::MatrixXi & BE,
- const Eigen::MatrixXd & T,
- Eigen::MatrixXd & CT,
- Eigen::MatrixXi & BET);
- }
-
- #ifndef IGL_STATIC_LIBRARY
- # include "deform_skeleton.cpp"
- #endif
- #endif
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