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C++ BodyNode::getParentBodyNode方法代码示例

本文整理汇总了C++中BodyNode::getParentBodyNode方法的典型用法代码示例。如果您正苦于以下问题:C++ BodyNode::getParentBodyNode方法的具体用法?C++ BodyNode::getParentBodyNode怎么用?C++ BodyNode::getParentBodyNode使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BodyNode的用法示例。


在下文中一共展示了BodyNode::getParentBodyNode方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: while

//==============================================================================
std::vector<BodyNode*> Linkage::Criteria::climbToCommonRoot(
    const Target& _start, const Target& _target,
    bool _chain) const
{
  BodyNode* start_bn = _start.mNode.lock();
  BodyNode* target_bn = _target.mNode.lock();
  BodyNode* root = start_bn->getParentBodyNode();
  while(root != nullptr)
  {
    if(target_bn->descendsFrom(root))
      break;

    root = root->getParentBodyNode();
  }

  std::vector<BodyNode*> bnStart = climbToTarget(start_bn, root);
  trimBodyNodes(bnStart, _chain, true);

  if(root != nullptr && bnStart.back() != root)
  {
    // We did not reach the common root, so we should stop here
    return bnStart;
  }

  std::vector<BodyNode*> bnTarget = climbToTarget(target_bn, root);
  std::reverse(bnTarget.begin(), bnTarget.end());
  trimBodyNodes(bnTarget, _chain, false);

  std::vector<BodyNode*> bnAll;
  bnAll.reserve(bnStart.size() + bnTarget.size());
  bnAll.insert(bnAll.end(), bnStart.begin(), bnStart.end());
  bnAll.insert(bnAll.end(), bnTarget.begin(), bnTarget.end());

  return bnAll;
}
开发者ID:vanurag,项目名称:dart,代码行数:36,代码来源:Linkage.cpp

示例2: getSkeletons


//.........这里部分代码省略.........
    SkeletonPtr toSkel = skeletons[toIndex];

    if(toSkel->getNumBodyNodes() == 0)
    {
      --i;
      continue;
    }

    BodyNode* childBn = fromSkel->getBodyNode(
          floor(math::random(0, fromSkel->getNumBodyNodes()-1)));
    BodyNode* parentBn = toSkel->getBodyNode(
          floor(math::random(0, toSkel->getNumBodyNodes()-1)));

    if(fromSkel == toSkel)
    {
      if(childBn == parentBn)
      {
        --i;
        continue;
      }

      if(parentBn->descendsFrom(childBn))
      {
        BodyNode* tempBn = childBn;
        childBn = parentBn;
        parentBn = tempBn;

        SkeletonPtr tempSkel = fromSkel;
        fromSkel = toSkel;
        toSkel = tempSkel;
      }
    }

    BodyNode* originalParent = childBn->getParentBodyNode();
    std::vector<BodyNode*> subtree;
    constructSubtree(subtree, childBn);

    // Move to a new Skeleton
    childBn->moveTo(parentBn);

    // Make sure all the objects have moved
    for(size_t j=0; j<subtree.size(); ++j)
    {
      BodyNode* bn = subtree[j];
      EXPECT_TRUE(bn->getSkeleton() == toSkel);
    }

    // Move to the Skeleton's root while producing a new Joint type
    sub_ptr<Joint> originalJoint = childBn->getParentJoint();
    childBn->moveTo<FreeJoint>(nullptr);

    // The original parent joint should be deleted now
    EXPECT_TRUE(originalJoint == nullptr);

    // The BodyNode should now be a root node
    EXPECT_TRUE(childBn->getParentBodyNode() == nullptr);

    // The subtree should still be in the same Skeleton
    for(size_t j=0; j<subtree.size(); ++j)
    {
      BodyNode* bn = subtree[j];
      EXPECT_TRUE(bn->getSkeleton() == toSkel);
    }

    // Create some new Skeletons and mangle them all up
开发者ID:jpgr87,项目名称:dart,代码行数:66,代码来源:testSkeleton.cpp

示例3: updateGradients

// Current code only works for the left leg with only one constraint
VectorXd MyWorld::updateGradients() {
  // compute c(q)
  mC = mSkel->getMarker(mConstrainedMarker)->getWorldPosition() - mTarget;

  // compute J(q)
  Vector4d offset;
  offset << mSkel->getMarker(mConstrainedMarker)->getLocalPosition(), 1; // Create a vector in homogeneous coordinates
  // w.r.t ankle dofs
  BodyNode *node = mSkel->getMarker(mConstrainedMarker)->getBodyNode();
  Joint *joint = node->getParentJoint();
  Matrix4d worldToParent = node->getParentBodyNode()->getTransform().matrix();
  Matrix4d parentToJoint = joint->getTransformFromParentBodyNode().matrix();
  Matrix4d dR = joint->getTransformDerivative(0); // Doesn't need .matrix() because it returns a Matrix4d instead of Isometry3d
  Matrix4d R = joint->getTransform(1).matrix();
  Matrix4d jointToChild = joint->getTransformFromChildBodyNode().inverse().matrix();
  Vector4d jCol = worldToParent * parentToJoint * dR * R * jointToChild * offset;
  int colIndex = joint->getIndexInSkeleton(0);
  mJ.col(colIndex) = jCol.head(3); // Take the first 3 elelemtns of jCol
  dR = joint->getTransformDerivative(1);
  R = joint->getTransform(0).matrix();
  jCol = worldToParent * parentToJoint * R * dR * jointToChild * offset;
  colIndex = joint->getIndexInSkeleton(1);
  mJ.col(colIndex) = jCol.head(3);
  offset = parentToJoint * joint->getTransform(0).matrix() * joint->getTransform(1).matrix() * jointToChild * offset; // Update offset so it stores the chain below the parent joint

  // w.r.t knee dof
  node = node->getParentBodyNode(); // return NULL if node is the root node
  joint = node->getParentJoint();
  worldToParent = node->getParentBodyNode()->getTransform().matrix();
  parentToJoint = joint->getTransformFromParentBodyNode().matrix();
  dR = joint->getTransformDerivative(0); // Doesn't need .matrix() because it returns a Matrix4d instead of Isometry3d
  jointToChild = joint->getTransformFromChildBodyNode().inverse().matrix();
  jCol = worldToParent * parentToJoint * dR * jointToChild * offset;
  colIndex = joint->getIndexInSkeleton(0);
  mJ.col(colIndex) = jCol.head(3); // Take the first 3 elelemtns of jCol
  offset = parentToJoint * joint->getTransform(0).matrix() * jointToChild * offset;

  // w.r.t hip dofs
  node = node->getParentBodyNode();
  joint = node->getParentJoint();
  worldToParent = node->getParentBodyNode()->getTransform().matrix();
  parentToJoint = joint->getTransformFromParentBodyNode().matrix();
  dR = joint->getTransformDerivative(0); // Doesn't need .matrix() because it returns a Matrix4d instead of Isometry3d
  Matrix4d R1 = joint->getTransform(1).matrix();
  Matrix4d R2 = joint->getTransform(2).matrix();
  jointToChild = joint->getTransformFromChildBodyNode().inverse().matrix();
  jCol = worldToParent * parentToJoint * dR * R1 * R2 * jointToChild * offset;
  colIndex = joint->getIndexInSkeleton(0);
  mJ.col(colIndex) = jCol.head(3); // Take the first 3 elelemtns of J

  R1 = joint->getTransform(0).matrix();
  dR = joint->getTransformDerivative(1);
  R2 = joint->getTransform(2).matrix();
  jCol = worldToParent * parentToJoint * R1 * dR * R2 * jointToChild * offset;
  colIndex = joint->getIndexInSkeleton(1);
  mJ.col(colIndex) = jCol.head(3);

  R1 = joint->getTransform(0).matrix();
  R2 = joint->getTransform(1).matrix();
  dR = joint->getTransformDerivative(2);
  jCol = worldToParent * parentToJoint * R1 * R2 * dR * jointToChild * offset;
  colIndex = joint->getIndexInSkeleton(2);
  mJ.col(colIndex) = jCol.head(3);

  // compute gradients
  VectorXd gradients = 2 * mJ.transpose() * mC;
  return gradients;
}
开发者ID:chihuo91,项目名称:twister,代码行数:69,代码来源:MyWorld.cpp

示例4: updateGradients

// Current code only works for the left leg with only one constraint
VectorXd MyWorld::updateGradients() {
    mJ.setZero();
    mC.setZero();

  // compute c(q)
  //std::cout << "HAMYDEBUG: mConstrainedMarker = " << getMarker(mConstrainedMarker) << std::endl;
  mC = getMarker(mConstrainedMarker)->getWorldPosition() - mTarget;
  std::cout << "C(q) = " << mC << std::endl;

  // compute J(q)
  Vector4d offset;
  offset << getMarker(mConstrainedMarker)->getLocalPosition(), 1; // Create a vector in homogeneous coordinates

  //Setup vars

  BodyNode *node = getMarker(mConstrainedMarker)->getBodyNode();
  Joint *joint = node->getParentJoint();
  Matrix4d worldToParent;
  Matrix4d parentToJoint;
  
  //Declare Vars
  Matrix4d dR; // Doesn't need .matrix() because it returns a Matrix4d instead of Isometry3d
  Matrix4d R;
  Matrix4d R1;
  Matrix4d R2;
  Matrix4d jointToChild;
  Vector4d jCol;
  int colIndex;

  //TODO: Might want to change this to check if root using given root fcn

  //Iterate until we get to the root node
  while(true) {

    //std::cout << "HAMY DEBUG: Beginning new looop" << std::endl;

    if(node->getParentBodyNode() == NULL) {
      worldToParent = worldToParent.setIdentity();
    } else {
      worldToParent = node->getParentBodyNode()->getTransform().matrix();
    }
    parentToJoint = joint->getTransformFromParentBodyNode().matrix();
     // Doesn't need .matrix() because it returns a Matrix4d instead of Isometry3d
    jointToChild = joint->getTransformFromChildBodyNode().inverse().matrix();

    //TODO: R1, R2, ... Rn code depending on DOFs
    int nDofs = joint->getNumDofs();
    //std::cout << "HAMY: nDofs=" << nDofs << std::endl;
    //Can only have up to 3 DOFs on any one piece
    switch(nDofs){
      case 1: //std::cout << "HAMY: 1 nDOF" << std::endl;

        dR = joint->getTransformDerivative(0);
        jCol = worldToParent * parentToJoint * dR * jointToChild * offset;
        colIndex = joint->getIndexInSkeleton(0);
        mJ.col(colIndex) = jCol.head(3); // Take the first 3 elelemtns of jCol
        offset = parentToJoint * joint->getTransform(0).matrix() * jointToChild * offset;

        break;
      case 2: //std::cout << "HAMY: 2 nDOF" << std::endl;

        dR = joint->getTransformDerivative(0); // Doesn't need .matrix() because it returns a Matrix4d instead of Isometry3d
        R = joint->getTransform(1).matrix();
        jointToChild = joint->getTransformFromChildBodyNode().inverse().matrix();
        jCol = worldToParent * parentToJoint * dR * R * jointToChild * offset;
        colIndex = joint->getIndexInSkeleton(0);
        mJ.col(colIndex) = jCol.head(3); // Take the first 3 elelemtns of jCol

        dR = joint->getTransformDerivative(1);
        R = joint->getTransform(0).matrix();
        jCol = worldToParent * parentToJoint * R * dR * jointToChild * offset;
        colIndex = joint->getIndexInSkeleton(1);
        mJ.col(colIndex) = jCol.head(3);
        offset = parentToJoint * joint->getTransform(0).matrix() * joint->getTransform(1).matrix() * jointToChild * offset; // Upd

        break;
      case 3: //std::cout << "HAMY: 3 nDOF" << std::endl;

        dR = joint->getTransformDerivative(0); // Doesn't need .matrix() because it returns a Matrix4d instead of Isometry3d
        R1 = joint->getTransform(1).matrix();
        R2 = joint->getTransform(2).matrix();
        jointToChild = joint->getTransformFromChildBodyNode().inverse().matrix();
        jCol = worldToParent * parentToJoint * dR * R1 * R2 * jointToChild * offset;
        colIndex = joint->getIndexInSkeleton(0);
        mJ.col(colIndex) = jCol.head(3); // Take the first 3 elelemtns of J

        R1 = joint->getTransform(0).matrix();
        dR = joint->getTransformDerivative(1);
        R2 = joint->getTransform(2).matrix();
        jCol = worldToParent * parentToJoint * R1 * dR * R2 * jointToChild * offset;
        colIndex = joint->getIndexInSkeleton(1);
        mJ.col(colIndex) = jCol.head(3);

        R1 = joint->getTransform(0).matrix();
        R2 = joint->getTransform(1).matrix();
        dR = joint->getTransformDerivative(2);
        jCol = worldToParent * parentToJoint * R1 * R2 * dR * jointToChild * offset;
        colIndex = joint->getIndexInSkeleton(2);
        mJ.col(colIndex) = jCol.head(3);
//.........这里部分代码省略.........
开发者ID:SIRHAMY,项目名称:ComputerAnimation,代码行数:101,代码来源:MyWorld.cpp

示例5: BodyNode


//.........这里部分代码省略.........
  eulerjoint->setTransformFromChildBodyNode(random_transform());

  // -- set up the BallJoint
  BodyNode* balljoint_bn = new BodyNode("balljoint_bn");
  BallJoint* balljoint = new BallJoint("balljoint");

  balljoint_bn->setParentJoint(balljoint);
  root->addChildBodyNode(balljoint_bn);

  balljoint->setTransformFromParentBodyNode(random_transform());
  balljoint->setTransformFromChildBodyNode(random_transform());

  // -- set up Skeleton and compute forward kinematics
  Skeleton* skel = new Skeleton;
  skel->addBodyNode(root);
  skel->addBodyNode(freejoint_bn);
  skel->addBodyNode(eulerjoint_bn);
  skel->addBodyNode(balljoint_bn);
  skel->init();

  // Test a hundred times
  for(size_t n=0; n<100; ++n)
  {
    // -- convert transforms to positions and then positions back to transforms
    Eigen::Isometry3d desired_freejoint_tf = random_transform();
    freejoint->setPositions(FreeJoint::convertToPositions(desired_freejoint_tf));
    Eigen::Isometry3d actual_freejoint_tf = FreeJoint::convertToTransform(
          freejoint->getPositions());

    Eigen::Isometry3d desired_eulerjoint_tf = random_transform();
    desired_eulerjoint_tf.translation() = Eigen::Vector3d::Zero();
    eulerjoint->setPositions(
          eulerjoint->convertToPositions(desired_eulerjoint_tf.linear()));
    Eigen::Isometry3d actual_eulerjoint_tf = eulerjoint->convertToTransform(
          eulerjoint->getPositions());

    Eigen::Isometry3d desired_balljoint_tf = random_transform();
    desired_balljoint_tf.translation() = Eigen::Vector3d::Zero();
    balljoint->setPositions(
          BallJoint::convertToPositions(desired_balljoint_tf.linear()));
    Eigen::Isometry3d actual_balljoint_tf = BallJoint::convertToTransform(
          balljoint->getPositions());

    skel->computeForwardKinematics(true, false, false);

    // -- collect everything so we can cycle through the tests
    std::vector<Joint*> joints;
    std::vector<BodyNode*> bns;
    std::vector<Eigen::Isometry3d> desired_tfs;
    std::vector<Eigen::Isometry3d> actual_tfs;

    joints.push_back(freejoint);
    bns.push_back(freejoint_bn);
    desired_tfs.push_back(desired_freejoint_tf);
    actual_tfs.push_back(actual_freejoint_tf);

    joints.push_back(eulerjoint);
    bns.push_back(eulerjoint_bn);
    desired_tfs.push_back(desired_eulerjoint_tf);
    actual_tfs.push_back(actual_eulerjoint_tf);

    joints.push_back(balljoint);
    bns.push_back(balljoint_bn);
    desired_tfs.push_back(desired_balljoint_tf);
    actual_tfs.push_back(actual_balljoint_tf);

    for(size_t i=0; i<joints.size(); ++i)
    {
      Joint* joint = joints[i];
      BodyNode* bn = bns[i];
      Eigen::Isometry3d tf = desired_tfs[i];

      bool check_transform_conversion =
          equals(predict_joint_transform(joint, tf).matrix(),
                 get_relative_transform(bn, bn->getParentBodyNode()).matrix());
      EXPECT_TRUE(check_transform_conversion);

      if(!check_transform_conversion)
      {
        std::cout << "[" << joint->getName() << " Failed]\n";
        std::cout << "Predicted:\n" << predict_joint_transform(joint, tf).matrix()
                  << "\n\nActual:\n"
                  << get_relative_transform(bn, bn->getParentBodyNode()).matrix()
                  << "\n\n";
      }

      bool check_full_cycle = equals(desired_tfs[i].matrix(),
                                     actual_tfs[i].matrix());
      EXPECT_TRUE(check_full_cycle);

      if(!check_full_cycle)
      {
        std::cout << "[" << joint->getName() << " Failed]\n";
        std::cout << "Desired:\n" << desired_tfs[i].matrix()
                  << "\n\nActual:\n" << actual_tfs[i].matrix()
                  << "\n\n";
      }
    }
  }
}
开发者ID:abirjepatil,项目名称:dart,代码行数:101,代码来源:testJoints.cpp


注:本文中的BodyNode::getParentBodyNode方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。