Skeleton Member List

This is the complete list of members for Skeleton, including all inherited members.

add_anim_angle(int index_bone, int axis, double offset_angle)Skeleton
add_joint_number()Skeleton
add_new_joint(double x, double y, double z, int father_number)Skeleton
add_reccursive_child(Joint *new_joint, Joint *old_joint, int forbidden_index)Skeleton [private]
animSkeleton [private]
change_father(int k_bone)Skeleton
copy_reccursive_joint(Joint *current, Joint *to_copy)Skeleton [private]
cout_reccursive_joint(Joint *current, Joint *father, int *level, int *access_number)Skeleton [private]
cout_skeleton()Skeleton
create_list_name()Skeleton
deform_reccursive_joint(Joint *current, double t, Joint *to_deform)Skeleton
deform_skeleton(double t, Skeleton *output)Skeleton
destroy()Skeleton [private]
fill_bones_number()Skeleton
fill_joint_vector()Skeleton [private]
find_closest_joint(double x, double y, double z, double radius)Skeleton
fix_init_bind_pose()Skeleton
get_access_number_of_joint_named(std::string &name_joint)Skeleton
get_access_number_of_joint_named(const char *name_joint)Skeleton
get_angle(int k_bone, int k_time, int k_axis)Skeleton
get_bone_name(int k_name)Skeleton
get_first_anim_time(int k_bone)Skeleton
get_joint(int k_bone)Skeleton
get_last_anim_time(int k_bone)Skeleton
get_N_joint()Skeleton
get_position(int k_bone)Skeleton
get_root()Skeleton
get_rotation_animation(int k_bone, double t)Skeleton
get_size_time(int k_bone)Skeleton
get_world_position_of_bone(int k_bone)Skeleton
init_time()Skeleton
init_time_animation()Skeleton
is_animated_section(int k_bone)Skeleton
joint_accessSkeleton [private]
joint_rootSkeleton [private]
load_bind_name(int N_name, char **name_bind_pose)Skeleton
look_for_bone_index(char *name_bone)Skeleton
N_jointSkeleton [private]
N_list_bonesSkeleton [private]
new_father(double x, double y, double z)Skeleton
operator=(const Skeleton &skeleton)Skeleton
precalculate_matrix()Skeleton
read_anim()Skeleton
read_reccursive_joint(Joint *current, int *k_joint, Joint **T_joint)Skeleton
read_reccursive_joint_cout(Joint *current, Joint *father, int *count, int *access_number)Skeleton [private]
read_skeleton()Skeleton
reccursive_bone_looking_for(Joint *current, int *counter, Joint **joint, int k_bone)Skeleton [private]
reccursive_bone_looking_for_position(Joint *current, Matrix M, int *counter, int k_bone, Matrix *P)Skeleton [private]
reccursive_destroy()Skeleton
reccursive_destroy(Joint **current)Skeleton [private]
reccursive_fill_bones_access_number(Joint *current, int *count)Skeleton [private]
reccursive_fill_joint_vector(Joint *current)Skeleton [private]
reccursive_list_name_fill(Joint *current, int *k_bone)Skeleton
reccursive_look_for_new_father(int k_bone, Joint *current, Joint **new_root, Matrix temp_D, Matrix *D_init, int *is_good)Skeleton [private]
reccursive_matrix_precalculation(Matrix D, Joint *current)Skeleton [private]
reccursive_scale(Joint *current, double *s)Skeleton [private]
reccursive_set_name_access_number(Joint *current)Skeleton [private]
reccursive_subsample_skeleton(int k_delete, Joint **current)Skeleton [private]
recursive_bind_pose_fixing(Matrix D, Joint *current)Skeleton [private]
scale(double sx, double sy, double sz)Skeleton
scale(double *s)Skeleton
scale(double s)Skeleton
set_angle(int k_bone, int k_time, int k_axis, double val)Skeleton
set_anim_matrix(int k_bone, int k_time, int k_dim, double value)Skeleton
set_size_time(int k_bone, int size)Skeleton
set_time(int k_bone, int k_time, double val)Skeleton
set_translate(int k_bone, int k_time, double tx, double ty, double tz)Skeleton
Skeleton()Skeleton
Skeleton(const Skeleton &)Skeleton
subsample_skeleton()Skeleton
translate(double tx, double ty, double tz)Skeleton
translate(double *t)Skeleton
unitize_time_variation()Skeleton
~Skeleton()Skeleton


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