c++ geometry project with Qtcreator
Budget: €30 – €250 EUR
please find description atached
Introduction:(deadline is 12 mai 10:00 am)URGENT
In this project you will program the animation of a skeleton with kinematics to describe its
movements. This project is divided into two parts: 1) the modeling of the skeleton with
primitives basic graphics (spheres and cubes) and 2) the animation of the different parts of
the skeleton by kinematics reverse.
Figure 2 : Animated arms
Subject :
You will use the same development environment as during the practical sessions. You have
a starter Qt project containing a codebase. This contains the Skeleton class which must be
completed and the matrix and primitive classes that you have already handled in the first
lab:
— matrices: contains methods to generate 4x4 matrices of translation, rotation and
homothety.
— primitives: provides methods for displaying basic primitives (cube and sphere).
The main file, It contains the rendering loop as well as the management keyboard and
mouse events.
Skeleton modeling:
At first you will be interested in modeling a skeleton:
Explications:
- Primitives
The skeleton must be composed of the cube and sphere primitives of the primitives class.
Each part of the skeleton is an articulation modeled by the association of a cube and a
sphere.Part can be connected one or more joints. Only the "torso" of the skeleton will only
contain a cube and no sphere associated. You can see an example in Figure 1.
-Structure
To store the different parts of the skeleton and manage their connectivities, you will use a
structure of tree. A node of the tree corresponds to an articulation (cube + sphere) and there
will be a link between two nodes if there is a connection between these two joints. The root
of the tree will be the cube that represents the "torso" of your skeleton and the leaves of the
tree will be the ends of the skeleton.
Introduction:(deadline is 12 mai 10:00 am)URGENT
In this project you will program the animation of a skeleton with kinematics to describe its
movements. This project is divided into two parts: 1) the modeling of the skeleton with
primitives basic graphics (spheres and cubes) and 2) the animation of the different parts of
the skeleton by kinematics reverse.
Figure 2 : Animated arms
Subject :
You will use the same development environment as during the practical sessions. You have
a starter Qt project containing a codebase. This contains the Skeleton class which must be
completed and the matrix and primitive classes that you have already handled in the first
lab:
— matrices: contains methods to generate 4x4 matrices of translation, rotation and
homothety.
— primitives: provides methods for displaying basic primitives (cube and sphere).
The main file, It contains the rendering loop as well as the management keyboard and
mouse events.
Skeleton modeling:
At first you will be interested in modeling a skeleton:
Explications:
- Primitives
The skeleton must be composed of the cube and sphere primitives of the primitives class.
Each part of the skeleton is an articulation modeled by the association of a cube and a
sphere.Part can be connected one or more joints. Only the "torso" of the skeleton will only
contain a cube and no sphere associated. You can see an example in Figure 1.
-Structure
To store the different parts of the skeleton and manage their connectivities, you will use a
structure of tree. A node of the tree corresponds to an articulation (cube + sphere) and there
will be a link between two nodes if there is a connection between these two joints. The root
of the tree will be the cube that represents the "torso" of your skeleton and the leaves of the
tree will be the ends of the skeleton.