dust3d/third_party/libigl/include/igl/deform_skeleton.h

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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 <Eigen/StdVector>
#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