1#include "../include/kinematic_animation.h"
38 if (viewer.core().is_animating)
82 unsigned int baud_rate = 115200;
std::vector< Eigen::Vector3d > get_hand_angles(const std::vector< double > &joint_angles)
void initialize(const std::string &serial_com, unsigned int serial_baudrate)
Initialize.
std::vector< double > get_joint_angles(void)
Get joint angles.
void update(const std::vector< Eigen::Vector3d > &euler_id, igl::opengl::glfw::Viewer &viewer)
It updates the hand vertices based on the euler angles for its skeleton joints. These are fed through...
void initialize(igl::opengl::glfw::Viewer *viewer, Exoskeleton *exo_handler, AnimatedHand *anim_hand, bool type, const Eigen::Vector3d &origin)
Initialize the hand.
void initialize(igl::opengl::glfw::Viewer *viewer, Exoskeleton *left_exo, AnimatedHand *anim_hand, MenuHandler *menu_handler)
Initialize animation.
MenuHandler * m_menu_handler
Menu handler pointer.
Eigen::Matrix3d m_camera_center
Camera matrix.
bool m_initialize_animation
Bool start animation.
Eigen::Vector3d m_left_origin
Left hand origin.
Eigen::Vector3d m_right_origin
Right hand origin.
AnimatedHand * m_anim_hand
Animated hand pointer.
void setup_exoskeletons(igl::opengl::glfw::Viewer &viewer)
Setup exoskeletons.
Hand m_left_hand
Left and right hand.
Exoskeleton * m_left_exo
Exoskeleton handler pointer.
bool animation_loop(igl::opengl::glfw::Viewer &viewer)
Animation loop callback.
bool are_ports_set(void)
Check whether the USB ports have been sent by the user (Is OK pressed?).
std::string get_right_exoskeleton_port(void)
Get the USB port for the right exoskeleton.
std::string get_left_exoskeleton_port(void)
Get the USB port for the left exoskeleton.