Defines | Functions

D:/Shootemup/Toolbox/AnimationEditor/Dialog/skeleton.cpp File Reference

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "types.h"
#include "functions.h"
#include "constants.h"
#include <fstream>
#include <iostream>

Defines

#define NOMINMAX

Functions

void createunitymatrix (float A[16])
 interpolate a float value based on elapsed time
void initmatrix (bone_t *bone)
 draw a skeleton
void applytransformation (bone_t *bone, float transformationmatrix[16])
 correct rounding-errors BUGGY
void rotatebone (bone_t *bone, bone_t *parentbone, float pitch, float yaw, float azimuth)
 calculate the cross-product of two vectors
void drawbone (bone_t *bone, bone_t *selectedbone, int flags)
 rotate a bone and apply the new transformation matrix to all attached children
bone_tgetboneforindex (int index, bone_t *root)
 set a bones transformation matrix to identity
int getindex (vector< int > v, int a)
 get a part of a string (blank-delimited), (e.g. "hello" from "hello world")
int updateskeleton (skeleton_t *skeleton, keyframe_t oldstate, keyframe_t newstate, int dt)
 get a bone from a skeleton providing an index
int resetbones (bone_t *root)
 recalculate all bones by interpolation between two keyframes
float interpolate (float oldvalue, float newvalue, float totaltime, float dt)
 recursively apply a transformation matrix to a bone and all attached children
int storeAllBones (fstream *f, bone_t *root)
 store rotation for a bone
int storeBoneRotations (fstream *f, bone_t *bone)
 load animations from a file
int countchildren (bone_t *root)
 reset bone positions
int skinmesh (model_t *model, skeleton_t *skeleton)
 display a model (source type "obj")
int updatemodel (model_t *model, skeleton_t *skeleton, keyframe_t oldstate, keyframe_t newstate, float dt)
 count children for a given bone
int rebuildskeleton (bone_t *root, float ACCUMULATION_MATRIX[16])
 update model
int skin_mesh (model_t *model, skeleton_t *skeleton)
 rebuild bone-accumulation matrices and positions

Define Documentation

#define NOMINMAX

Function Documentation

void applytransformation ( bone_t bone,
float  transformationmatrix[16] 
)

correct rounding-errors BUGGY

int countchildren ( bone_t root  ) 

reset bone positions

void createunitymatrix ( float  A[16]  ) 

interpolate a float value based on elapsed time

void drawbone ( bone_t bone,
bone_t selectedbone,
int  flags 
)

rotate a bone and apply the new transformation matrix to all attached children

bone_t* getboneforindex ( int  index,
bone_t root 
)

set a bones transformation matrix to identity

int getindex ( vector< int >  v,
int  a 
)

get a part of a string (blank-delimited), (e.g. "hello" from "hello world")

void initmatrix ( bone_t bone  ) 

draw a skeleton

float interpolate ( float  oldvalue,
float  newvalue,
float  totaltime,
float  dt 
)

recursively apply a transformation matrix to a bone and all attached children

int rebuildskeleton ( bone_t root,
float  ACCUMULATION_MATRIX[16] 
)

update model

int resetbones ( bone_t root  ) 

recalculate all bones by interpolation between two keyframes

void rotatebone ( bone_t bone,
bone_t parentbone,
float  pitch,
float  yaw,
float  azimuth 
)

calculate the cross-product of two vectors

int skin_mesh ( model_t model,
skeleton_t skeleton 
)

rebuild bone-accumulation matrices and positions

int skinmesh ( model_t model,
skeleton_t skeleton 
)

display a model (source type "obj")

int storeAllBones ( fstream *  f,
bone_t root 
)

store rotation for a bone

int storeBoneRotations ( fstream *  f,
bone_t bone 
)

load animations from a file

int updatemodel ( model_t model,
skeleton_t skeleton,
keyframe_t  oldstate,
keyframe_t  newstate,
float  dt 
)

count children for a given bone

int updateskeleton ( skeleton_t skeleton,
keyframe_t  oldstate,
keyframe_t  newstate,
int  dt 
)

get a bone from a skeleton providing an index

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