Description

Classes

   
struct MinSG::SkeletalAnimationUtils::WeightPair

Functions

   
   
bool appendSkeletanDescriptionToMesh( Rendering::MeshVertexData * mesh)
   
std::vector< WeightPair > getWeightPairs( Rendering::MeshVertexData * mesh)
   
SkeletalNode * getSkeletalNode( Node * child)
   
std::vector< GeometryNode * > getGeometryListOfSkeleton( SkeletalNode * root)
   
void removeGeometryFromSkeleton( SkeletalNode * root)
   
ArmatureNode * getArmatureFromSkeletalNode( SkeletalNode * _sourceNode)
   
std::vector< AbstractJoint * > * collectAllJoints( ArmatureNode * source)
   
std::vector< AbstractJoint * > * collectAllJointsSortedById( ArmatureNode * source)
   
Rendering::Mesh * getAnimatedMesh( SkeletalNode * source)
   
SkeletalNode * generateSkeletalNode( GeometryNode * mesh, ArmatureNode * armature, float radius, uint32_t precision)
   
void normalizeAnimationDuration( AnimationBehaviour & animation)
   
bool normalizeWeights( Rendering::MeshVertexData * mesh, float precision)
   
bool writeDataIntoMesh( Rendering::MeshVertexData * mesh, std::vector< WeightPair > * pairs)
   
bool generateUniformTexture(const Geometry::Matrix4x4 bindMatrix, const std::vector< Geometry::Matrix4x4 > invBindMatrix, const std::vector< Geometry::Matrix4x4 > jointMatrix, Util::Reference < Util::PixelAccessor > * pa)
   
bool putMatrixInTexture(uint32_t offset, const Geometry::Matrix4x4 & jointMatrix, Util::Reference < Util::PixelAccessor > * pa)
   
bool putMatricesInTexture(uint32_t offset, const std::vector< Geometry::Matrix4x4 > jointMatrix, Util::Reference < Util::PixelAccessor > * pa)
   
bool putVec4InTexture(uint32_t offset, const Geometry::Vec4 vector, Util::Reference < Util::PixelAccessor > * pa)
   
void convertJointNodesToRigidNodes( ArmatureNode * armature, bool validateRigids)
   
Geometry::Matrix3x3 getRotationMatrix( Geometry::Matrix4x4 mat)
   
void transformMeshFromWorldSpaceIntoBindSpace( SkeletalNode * root, Geometry::Matrix4x4 bindMatrix)
   
Geometry::Box getBoundingBoxOfJoint( AbstractJoint * joint)
   
Geometry::Box getBoundingBoxOfJointForMesh( Rendering::MeshVertexData * mesh, AbstractJoint * joint)
   
std::vector< float * > getDirectlyAffectedVerticesByJoint( AbstractJoint * joint)
   
bool decomposeRotationMatrix( Geometry::Matrix3x3 * source, Geometry::Vec3 * angles, bool testForGimbalLock)
   
bool decomposeRotationMatrix2( Geometry::Matrix3x3 * source, Geometry::Vec3 * angles)

Documentation

function
MinSG::SkeletalAnimationUtils::appendSkeletanDescriptionToMesh

public
     
     
bool appendSkeletanDescriptionToMesh( Rendering::MeshVertexData * mesh )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:59


function
MinSG::SkeletalAnimationUtils::getWeightPairs

public
     
     
std::vector< WeightPair > getWeightPairs( Rendering::MeshVertexData * mesh )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:61


function
MinSG::SkeletalAnimationUtils::getSkeletalNode

public
     
     
SkeletalNode * getSkeletalNode( Node * child )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:63


function
MinSG::SkeletalAnimationUtils::getGeometryListOfSkeleton

public
     
     
std::vector< GeometryNode * > getGeometryListOfSkeleton( SkeletalNode * root )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:64


function
MinSG::SkeletalAnimationUtils::removeGeometryFromSkeleton

public
     
     
void removeGeometryFromSkeleton( SkeletalNode * root )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:65


function
MinSG::SkeletalAnimationUtils::getArmatureFromSkeletalNode

public
     
     
ArmatureNode * getArmatureFromSkeletalNode( SkeletalNode * _sourceNode )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:66


function
MinSG::SkeletalAnimationUtils::collectAllJoints

public
     
     
std::vector< AbstractJoint * > * collectAllJoints( ArmatureNode * source )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:67


function
MinSG::SkeletalAnimationUtils::collectAllJointsSortedById

public
     
     
std::vector< AbstractJoint * > * collectAllJointsSortedById( ArmatureNode * source )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:68


function
MinSG::SkeletalAnimationUtils::getAnimatedMesh

public
     
     
Rendering::Mesh * getAnimatedMesh( SkeletalNode * source )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:70


function
MinSG::SkeletalAnimationUtils::generateSkeletalNode

public
     
     
SkeletalNode * generateSkeletalNode( GeometryNode * mesh,
  ArmatureNode * armature,
  float radius,
  uint32_t precision
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:72


function
MinSG::SkeletalAnimationUtils::normalizeAnimationDuration

public
     
     
void normalizeAnimationDuration( AnimationBehaviour & animation )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:74


function
MinSG::SkeletalAnimationUtils::normalizeWeights

public
     
     
bool normalizeWeights( Rendering::MeshVertexData * mesh,
  float precision
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:76


function
MinSG::SkeletalAnimationUtils::writeDataIntoMesh

public
     
     
bool writeDataIntoMesh( Rendering::MeshVertexData * mesh,
  std::vector< WeightPair > * pairs
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:78


function
MinSG::SkeletalAnimationUtils::generateUniformTexture

public
     
     
bool generateUniformTexture( const Geometry::Matrix4x4 bindMatrix,
  const std::vector< Geometry::Matrix4x4 > invBindMatrix,
  const std::vector< Geometry::Matrix4x4 > jointMatrix,
  Util::Reference < Util::PixelAccessor > * pa
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:80


function
MinSG::SkeletalAnimationUtils::putMatrixInTexture

public
     
     
bool putMatrixInTexture( uint32_t offset,
  const Geometry::Matrix4x4 & jointMatrix,
  Util::Reference < Util::PixelAccessor > * pa
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:81


function
MinSG::SkeletalAnimationUtils::putMatricesInTexture

public
     
     
bool putMatricesInTexture( uint32_t offset,
  const std::vector< Geometry::Matrix4x4 > jointMatrix,
  Util::Reference < Util::PixelAccessor > * pa
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:82


function
MinSG::SkeletalAnimationUtils::putVec4InTexture

public
     
     
bool putVec4InTexture( uint32_t offset,
  const Geometry::Vec4 vector,
  Util::Reference < Util::PixelAccessor > * pa
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:84


function
MinSG::SkeletalAnimationUtils::convertJointNodesToRigidNodes

public
     
     
void convertJointNodesToRigidNodes( ArmatureNode * armature,
  bool validateRigids
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:86


function
MinSG::SkeletalAnimationUtils::getRotationMatrix

public
     
     
Geometry::Matrix3x3 getRotationMatrix( Geometry::Matrix4x4 mat )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:88


function
MinSG::SkeletalAnimationUtils::transformMeshFromWorldSpaceIntoBindSpace

public
     
     
void transformMeshFromWorldSpaceIntoBindSpace( SkeletalNode * root,
  Geometry::Matrix4x4 bindMatrix
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:90


function
MinSG::SkeletalAnimationUtils::getBoundingBoxOfJoint

public
     
     
Geometry::Box getBoundingBoxOfJoint( AbstractJoint * joint )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:95


function
MinSG::SkeletalAnimationUtils::getBoundingBoxOfJointForMesh

public
     
     
Geometry::Box getBoundingBoxOfJointForMesh( Rendering::MeshVertexData * mesh,
  AbstractJoint * joint
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:96


function
MinSG::SkeletalAnimationUtils::getDirectlyAffectedVerticesByJoint

public
     
     
std::vector< float * > getDirectlyAffectedVerticesByJoint( AbstractJoint * joint )

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:98


function
MinSG::SkeletalAnimationUtils::decomposeRotationMatrix

public
     
     
bool decomposeRotationMatrix( Geometry::Matrix3x3 * source,
  Geometry::Vec3 * angles,
  bool testForGimbalLock
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:105


function
MinSG::SkeletalAnimationUtils::decomposeRotationMatrix2

public
     
     
bool decomposeRotationMatrix2( Geometry::Matrix3x3 * source,
  Geometry::Vec3 * angles
)    

Defined in MinSG/Ext/SkeletalAnimation/Util/SkeletalAnimationUtils.h:116