462 lines
16 KiB
C++
462 lines
16 KiB
C++
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/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef _GAZEBO_SKELETON_HH_
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#define _GAZEBO_SKELETON_HH_
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#include <vector>
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#include <string>
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#include <map>
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#include <utility>
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#include <ignition/math/Matrix4.hh>
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#include "gazebo/math/Matrix4.hh"
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#include "gazebo/common/CommonTypes.hh"
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#include "gazebo/util/system.hh"
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namespace gazebo
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{
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namespace common
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{
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class SkeletonNode;
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class NodeTransform;
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class SkeletonAnimation;
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typedef std::map<unsigned int, SkeletonNode*> NodeMap;
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typedef std::map<unsigned int, SkeletonNode*>::iterator NodeMapIter;
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typedef std::map<double, std::vector<NodeTransform> > RawNodeAnim;
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typedef std::map<std::string, RawNodeAnim> RawSkeletonAnim;
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typedef std::vector<std::vector<std::pair<std::string, double> > >
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RawNodeWeights;
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/// \addtogroup gazebo_common Common Animation
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/// \{
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/// \class Skeleton Skeleton.hh common/common.hh
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/// \brief A skeleton
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class GZ_COMMON_VISIBLE Skeleton
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{
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/// \brief Constructor
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public: Skeleton();
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/// \brief Constructor
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/// \param[in] _root node
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public: Skeleton(SkeletonNode *_root);
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/// \brief Destructor
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public: virtual ~Skeleton();
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/// \brief Change the root node
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/// \param[in] _node the new node
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public: void SetRootNode(SkeletonNode* _node);
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/// \brief Return the root
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/// \return the root
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public: SkeletonNode* GetRootNode();
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/// \brief Find a node
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/// \param[in] _name the name of the node to look for
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/// \return the node, or NULL if not found
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public: SkeletonNode* GetNodeByName(std::string _name);
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/// \brief Find node by index
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/// \param[in] _id the index
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/// \return the node, or NULL if not found
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public: SkeletonNode* GetNodeById(std::string _id);
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/// \brief Find or create node with handle
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/// \param[in] _handle
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/// \return the node. A new node is created if it didn't exist
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public: SkeletonNode* GetNodeByHandle(unsigned int _handle);
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/// \brief Returns the node count
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/// \return the count
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public: unsigned int GetNumNodes();
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/// \brief Returns the number of joints
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/// \return the count
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public: unsigned int GetNumJoints();
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/// \brief Scale all nodes, transforms and animation data
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/// \param[in] the scaling factor
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public: void Scale(double _scale);
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/// \brief Set the bind pose skeletal transform
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/// \param[in] _trans the transform
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public: void SetBindShapeTransform(
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const ignition::math::Matrix4d &_trans);
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/// \brief Return bind pose skeletal transform
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/// \return a matrix
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public: ignition::math::Matrix4d BindShapeTransform();
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/// \brief Outputs the transforms to std::err stream
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public: void PrintTransforms();
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/// \brief Get a copy or the node dictionary
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public: NodeMap GetNodes();
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/// \brief Resizes the raw node weight array
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/// \param[in] _vertices the new size
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public: void SetNumVertAttached(unsigned int _vertices);
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/// \brief Add a new weight to a node (bone)
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/// \param[in] _vertex index of the vertex
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/// \param[in] _node name of the bone
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/// \param[in] _weight the new weight (range 0 to 1)
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public: void AddVertNodeWeight(unsigned int _vertex, std::string _node,
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double _weight);
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/// \brief Returns the number of bone weights for a vertex
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/// \param[in] _vertex the index of the vertex
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/// \return the count
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public: unsigned int GetNumVertNodeWeights(unsigned int _vertex);
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/// \brief Weight of a bone for a vertex
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/// \param[in] _v the index of the vertex
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/// \param[in] _i the index of the weight for that vertex
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/// \return a pair containing the name of the node and the weight
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public: std::pair<std::string, double> GetVertNodeWeight(unsigned int _v,
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unsigned int _i);
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/// \brief Returns the number of animations
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/// \return the count
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public: unsigned int GetNumAnimations();
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/// \brief Find animation
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/// \param[in] _i the animation index
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/// \return the animation, or NULL if _i is out of bounds
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public: SkeletonAnimation* GetAnimation(const unsigned int _i);
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/// \brief Add an animation. The skeleton does not take ownership of the
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/// animation
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/// \param[in] _anim the animation to add
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public: void AddAnimation(SkeletonAnimation *_anim);
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/// \brief Initializes the hande numbers for each node in the map
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/// using breadth first traversal
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protected: void BuildNodeMap();
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/// \brief the root node
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protected: SkeletonNode *root;
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/// \brief The dictionary of nodes, indexed by name
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protected: NodeMap nodes;
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/// \brief the bind pose skeletal transform
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protected: ignition::math::Matrix4d bindShapeTransform;
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/// \brief the node weight table
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protected: RawNodeWeights rawNW;
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/// \brief the array of animations
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protected: std::vector<SkeletonAnimation*> anims;
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};
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/// \class SkeletonNode Skeleton.hh common/common.hh
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/// \brief A skeleton node
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class GZ_COMMON_VISIBLE SkeletonNode
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{
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/// \brief enumeration of node types
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public: enum SkeletonNodeType {NODE, JOINT};
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/// \brief Constructor
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/// \param[in] _parent The parent node
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public: SkeletonNode(SkeletonNode* _parent);
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/// \brief Constructor
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/// \param[in] _parent the parent node
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/// \param[in] _name name of node
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/// \param[in] _id Id of node
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/// \param[in] _type The type of this node
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public: SkeletonNode(SkeletonNode* _parent, std::string _name,
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std::string _id, SkeletonNodeType _type = JOINT);
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/// \brief Destructor
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public: virtual ~SkeletonNode();
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/// \brief Change the name
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/// \param[in] _name the new name
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public: void SetName(std::string _name);
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/// \brief Returns the name
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/// \return the name
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public: std::string GetName();
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/// \brief Change the id string
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/// \param[in] _id the new id string
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public: void SetId(std::string _id);
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/// \brief Returns the index
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/// \return the id string
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public: std::string GetId();
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/// \brief Change the skeleton node type
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/// \param[in] _type the new type
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public: void SetType(SkeletonNodeType _type);
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/// \brief Is a joint query
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/// \return true if the skeleton type is a joint, false otherwise
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public: bool IsJoint();
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/// \brief Set a transformation
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/// \param[in] _trans the transformation
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/// \param[in] _updateChildren when true the UpdateChildrenTransforms
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/// operation is performed
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public: void SetTransform(const ignition::math::Matrix4d &_trans,
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bool _updateChildren = true);
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/// \brief Set the model transformation
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/// \param[in] _trans the transformation
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/// \param[in] _updateChildren when true the UpdateChildrenTransforms
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/// operation is performed
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public: void SetModelTransform(const ignition::math::Matrix4d &_trans,
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bool _updateChildren = true);
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/// \brief Apply model transformations in order for each node in the tree
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public: void UpdateChildrenTransforms();
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/// \brief Sets the initial transformation
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/// \param[in] _tras the transfromation matrix
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public: void SetInitialTransform(const ignition::math::Matrix4d &_tras);
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/// \brief Reset the transformation to the initial transformation
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/// \param[in] _resetChildren when true, performs the operation for every
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/// node in the tree
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public: void Reset(bool _resetChildren);
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/// \brief Get transform relative to parent
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/// \return Transform relative to parent
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public: ignition::math::Matrix4d Transform();
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/// \brief Set the parent node
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/// \param[in] _parent the new parent
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public: void SetParent(SkeletonNode* _parent);
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/// \brief Returns the parent node
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/// \return the parent
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public: SkeletonNode* GetParent();
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/// \brief Queries wether a node has no parent parent
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/// \return true if the node has no parent, fasle otherwise
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public: bool IsRootNode();
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/// \brief Add a new child
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/// \param[in] _child a child
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public: void AddChild(SkeletonNode* _child);
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/// \brief Returns the children count
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/// \return the count
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public: unsigned int GetChildCount();
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/// \brief Find a child by index
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/// \param[in] _index the index
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/// \return the child skeleton. NO BOUNDS CHECKING
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public: SkeletonNode* GetChild(unsigned int _index);
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/// \brief Get child by name
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/// \param[in] _name the name of the child skeleton
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/// \return the skeleton, or NULL if not found
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public: SkeletonNode* GetChildByName(std::string _name);
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/// \brief Get child by string id
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/// \param[in] _id the string id
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/// \return the child skeleton or NULL if not found
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public: SkeletonNode* GetChildById(std::string _id);
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/// \brief Assign a handle number
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/// \param[in] _h the handle
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public: void SetHandle(unsigned int _h);
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/// \brief Get the handle index
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/// \return the handle index
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public: unsigned int GetHandle();
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/// \brief Assign the inverse of the bind pose skeletal transform
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/// \param[in] _invBM the transform
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public: void SetInverseBindTransform(
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const ignition::math::Matrix4d &_invBM);
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/// \brief Retrieve the inverse of the bind pose skeletal transform
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/// \return the transform
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public: ignition::math::Matrix4d InverseBindTransform();
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/// \brief Retrieve the model transform
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/// \return the transform
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public: ignition::math::Matrix4d ModelTransform() const;
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/// \brief Retrieve the raw transformations
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/// \return an array of transformations
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public: std::vector<NodeTransform> GetRawTransforms();
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/// \brief Return the raw transformations count
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/// \return the count
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public: unsigned int GetNumRawTrans();
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/// \brief Find a raw transformation
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/// \param[in] _i the index of the transformation
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/// \return the node transform. NO BOUNDS CHECKING PERFORMED
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public: NodeTransform GetRawTransform(unsigned int _i);
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/// \brief Add a raw transform
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/// \param[in] _t the transform
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public: void AddRawTransform(NodeTransform _t);
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/// \brief Returns a copy of the array of transformations.
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/// \return the array of transform (These are the same as the raw trans)
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public: std::vector<NodeTransform> GetTransforms();
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/// \brief the name of the skeletal node
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protected: std::string name;
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/// \brief a string identifier
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protected: std::string id;
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/// \brief the type fo node
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protected: SkeletonNodeType type;
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/// \brief the transform
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protected: ignition::math::Matrix4d transform;
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/// \brief the initial transformation
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protected: ignition::math::Matrix4d initialTransform;
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/// \brief the model transformation
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protected: ignition::math::Matrix4d modelTransform;
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/// \brief the inverse of the bind pose skeletal transform
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protected: ignition::math::Matrix4d invBindTransform;
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/// \brief the parent node
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protected: SkeletonNode *parent;
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/// \brief the children nodes
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protected: std::vector<SkeletonNode*> children;
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/// \brief handle index number
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protected: unsigned int handle;
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/// \brief the raw transformation
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protected: std::vector<NodeTransform> rawTransforms;
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};
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/// \clas NodeTransform Skeleton.hh common/common.hh
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/// \brief A transformation node
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class GZ_COMMON_VISIBLE NodeTransform
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{
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/// \brief Enumeration of the transform types
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public: enum TransformType {TRANSLATE, ROTATE, SCALE, MATRIX};
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/// \brief Constructor
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/// \param[in] _type the type of transform
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public: NodeTransform(TransformType _type = MATRIX);
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/// \brief Constructor
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/// \param[in] _mat the matrix
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/// \param[in] _sid identifier
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/// \param[in] _type the type of transform
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public: NodeTransform(const ignition::math::Matrix4d &_mat,
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const std::string &_sid = "_default_",
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TransformType _type = MATRIX);
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/// \brief Destructor. It does nothing.
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public: ~NodeTransform();
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/// \brief Assign a transformation
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/// \param[in] _mat the transform
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public: void Set(const ignition::math::Matrix4d &_mat);
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/// \brief Set transform type
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/// \param[in] _type the type
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public: void SetType(TransformType _type);
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/// \brief Set the SID
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/// \param[in] _sid the sid
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public: void SetSID(std::string _sid);
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/// \brief Returns the transformation matrix
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/// \return The transform matrix
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public: ignition::math::Matrix4d GetTransform() const;
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/// \brief Returns the transformation type
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/// \return the type
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public: TransformType GetType();
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/// \brief Returns thr SID
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/// \return the SID
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public: std::string GetSID();
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/// \brief Set a transformation matrix component value
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/// \param[in] _idx the component index
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/// \param[in] _value the value
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public: void SetComponent(unsigned int _idx, double _value);
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/// \brief Set source data values
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/// param[in] _mat the values
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public: void SetSourceValues(const ignition::math::Matrix4d &_mat);
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/// \brief Set source data values
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/// \param[in] _vec Vector to set source data values from.
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public: void SetSourceValues(const ignition::math::Vector3d &_vec);
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/// \brief Sets source matrix values from roation
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/// \param[in] _axis of rotation
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/// \param[in] _angle of rotation
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public: void SetSourceValues(const ignition::math::Vector3d &_axis,
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const double _angle);
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/// \brief Sets the transform matrix from the source according to the type
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public: void RecalculateMatrix();
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/// \brief Prints the transform matrix to std::err stream
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public: void PrintSource();
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/// \brief Matrix cast operator
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/// \return the transform
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public: ignition::math::Matrix4d operator()();
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/// \brief Node transform multiplication operator
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/// \param[in] _t a transform
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/// \return transform matrix multiplied by _t's transform
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public: ignition::math::Matrix4d operator*(NodeTransform _t);
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/// \brief Matrix multiplication operator
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/// \param[in] _m a matrix
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/// \return transform matrix multiplied by _m
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public: ignition::math::Matrix4d operator*(
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const ignition::math::Matrix4d &_m);
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/// \brief the sid
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protected: std::string sid;
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/// \brief transform type
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protected: TransformType type;
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/// \brief transform
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protected: ignition::math::Matrix4d transform;
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/// \brief source data values (can be a matrix, a position or rotation)
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protected: std::vector<double> source;
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};
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/// \}
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}
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}
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#endif
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