Gazebo Common
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6.0.1
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src
gz-common
graphics
include
gz
common
SkeletonNode.hh
Go to the documentation of this file.
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/*
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* Copyright (C) 2016 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 GZ_COMMON_SKELETON_NODE_HH_
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#define GZ_COMMON_SKELETON_NODE_HH_
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#include <map>
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#include <string>
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#include <vector>
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#include <gz/utils/ImplPtr.hh>
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#include <
gz/common/NodeTransform.hh
>
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#include <gz/common/graphics/Export.hh>
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namespace
gz
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{
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namespace
common
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{
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class
GZ_COMMON_GRAPHICS_VISIBLE
SkeletonNode
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{
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public
:
enum
SkeletonNodeType
{NODE, JOINT};
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public
:
explicit
SkeletonNode
(
SkeletonNode
*_parent);
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public
:
SkeletonNode
(
SkeletonNode
*_parent,
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const
std::string
&_name,
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const
std::string
&_id,
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const
SkeletonNodeType
_type = JOINT);
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public
:
virtual
~SkeletonNode
();
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public
:
void
Name
(
const
std::string
&_name);
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public
:
std::string
Name
()
const
;
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public
:
void
Id
(
const
std::string
&_id);
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public
:
std::string
Id
()
const
;
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public
:
void
SetType
(
const
SkeletonNodeType
_type);
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public
:
bool
IsJoint
()
const
;
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public
:
void
SetTransform
(
const
math::Matrix4d
&_trans,
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const
bool
_updateChildren =
true
);
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public
:
void
SetModelTransform
(
const
math::Matrix4d
&_trans,
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const
bool
_updateChildren =
true
);
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public
:
void
UpdateChildrenTransforms
();
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public
:
void
SetInitialTransform
(
const
math::Matrix4d
&_trans);
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public
:
void
Reset
(
const
bool
_resetChildren);
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public
:
math::Matrix4d
Transform
()
const
;
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public
:
void
SetParent
(
SkeletonNode
*_parent);
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public
:
SkeletonNode
*
Parent
()
const
;
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public
:
bool
IsRootNode
()
const
;
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public
:
void
AddChild
(
SkeletonNode
*_child);
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public
:
unsigned
int
ChildCount
()
const
;
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public
:
SkeletonNode
*
Child
(
const
unsigned
int
_index)
const
;
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public
:
SkeletonNode
*
ChildByName
(
const
std::string
&_name)
const
;
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public
:
SkeletonNode
*
ChildById
(
const
std::string
&_id)
const
;
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public
:
void
Handle
(
const
unsigned
int
_h);
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public
:
unsigned
int
Handle
()
const
;
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public
:
void
SetInverseBindTransform
(
const
math::Matrix4d
&_invBM);
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public
:
math::Matrix4d
InverseBindTransform
()
const
;
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public
:
bool
HasInvBindTransform
()
const
;
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public
:
math::Matrix4d
ModelTransform
()
const
;
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public
:
std::vector<NodeTransform>
RawTransforms
()
const
;
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public
:
unsigned
int
RawTransformCount
()
const
;
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public
:
NodeTransform
RawTransform
(
const
unsigned
int
_i)
const
;
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public
:
void
AddRawTransform
(
const
NodeTransform
&_t);
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public
:
std::vector<NodeTransform>
Transforms
()
const
;
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GZ_UTILS_IMPL_PTR(dataPtr)
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};
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typedef
std::map<unsigned int, SkeletonNode*>
SkeletonNodeMap
;
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}
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}
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#endif