OrcaSlicer/src/libigl/igl/forward_kinematics.cpp
tamasmeszaros 2ae2672ee9 Building igl statically and moving to the dep scripts
Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
2019-06-19 14:52:55 +02:00

115 lines
3.3 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 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/.
#include "forward_kinematics.h"
#include <functional>
#include <iostream>
IGL_INLINE void igl::forward_kinematics(
const Eigen::MatrixXd & C,
const Eigen::MatrixXi & BE,
const Eigen::VectorXi & P,
const std::vector<
Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> > & dQ,
const std::vector<Eigen::Vector3d> & dT,
std::vector<
Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> > & vQ,
std::vector<Eigen::Vector3d> & vT)
{
using namespace std;
using namespace Eigen;
const int m = BE.rows();
assert(m == P.rows());
assert(m == (int)dQ.size());
assert(m == (int)dT.size());
vector<bool> computed(m,false);
vQ.resize(m);
vT.resize(m);
// Dynamic programming
function<void (int) > fk_helper = [&] (int b)
{
if(!computed[b])
{
if(P(b) < 0)
{
// base case for roots
vQ[b] = dQ[b];
const Vector3d r = C.row(BE(b,0)).transpose();
vT[b] = r-dQ[b]*r + dT[b];
}else
{
// Otherwise first compute parent's
const int p = P(b);
fk_helper(p);
vQ[b] = vQ[p] * dQ[b];
const Vector3d r = C.row(BE(b,0)).transpose();
vT[b] = vT[p] - vQ[b]*r + vQ[p]*(r + dT[b]);
}
computed[b] = true;
}
};
for(int b = 0;b<m;b++)
{
fk_helper(b);
}
}
IGL_INLINE void igl::forward_kinematics(
const Eigen::MatrixXd & C,
const Eigen::MatrixXi & BE,
const Eigen::VectorXi & P,
const std::vector<
Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> > & dQ,
std::vector<
Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> > & vQ,
std::vector<Eigen::Vector3d> & vT)
{
std::vector<Eigen::Vector3d> dT(BE.rows(),Eigen::Vector3d(0,0,0));
return forward_kinematics(C,BE,P,dQ,dT,vQ,vT);
}
IGL_INLINE void igl::forward_kinematics(
const Eigen::MatrixXd & C,
const Eigen::MatrixXi & BE,
const Eigen::VectorXi & P,
const std::vector<
Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> > & dQ,
const std::vector<Eigen::Vector3d> & dT,
Eigen::MatrixXd & T)
{
using namespace Eigen;
using namespace std;
vector< Quaterniond,aligned_allocator<Quaterniond> > vQ;
vector< Vector3d> vT;
forward_kinematics(C,BE,P,dQ,dT,vQ,vT);
const int dim = C.cols();
T.resize(BE.rows()*(dim+1),dim);
for(int e = 0;e<BE.rows();e++)
{
Affine3d a = Affine3d::Identity();
a.translate(vT[e]);
a.rotate(vQ[e]);
T.block(e*(dim+1),0,dim+1,dim) =
a.matrix().transpose().block(0,0,dim+1,dim);
}
}
IGL_INLINE void igl::forward_kinematics(
const Eigen::MatrixXd & C,
const Eigen::MatrixXi & BE,
const Eigen::VectorXi & P,
const std::vector<
Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> > & dQ,
Eigen::MatrixXd & T)
{
std::vector<Eigen::Vector3d> dT(BE.rows(),Eigen::Vector3d(0,0,0));
return forward_kinematics(C,BE,P,dQ,dT,T);
}
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
#endif