Andrew Meadows
7e4c72445e
JS scripts set joint animation priorities
2014-08-20 17:14:59 -07:00
Andrew Meadows
8fa7bf4fa0
rename: ParentFrame --> ConstrainedFrame
2014-07-09 16:43:46 -07:00
Andrew Meadows
1b24a111fe
JointState::_rotationInParentFrame is now private
2014-06-25 09:56:18 -07:00
Andrew Meadows
c9ba71aa01
fix for broken neck on some body models
2014-06-10 09:38:38 -07:00
Andrew Meadows
4ae58153e0
computeTransformInModelFrame -> computeTransform
2014-06-04 13:31:31 -07:00
Andrew Meadows
d32e14ca04
renames of JointState data members
2014-06-04 13:27:28 -07:00
Andrew Meadows
30d936c15b
getJointPosition -> getJointPositionInWorldFrame
2014-06-04 10:52:10 -07:00
Andrew Meadows
14e782e439
remove some JointState::getHybridTransform() calls
2014-06-04 10:42:04 -07:00
Andrew Meadows
9e60b758df
Made JointState transforms private.
...
Also changed some function names to be more descriptive.
Using "Hybrid" to describe frame with world-rotation + model-local-origin.
2014-06-02 11:34:59 -07:00
Andrew Meadows
2e99d316ac
remove JointState::_translation
...
(use corresponding data in FBXJoint instead)
2014-05-29 12:52:05 -07:00
Andrew Meadows
9f2a4ae626
Make JointState a proper class
...
JointState gets a pointer to its corresponding FBXJoint
2014-05-28 16:49:39 -07:00
Andrew Meadows
676a8882fe
fix for no neck motion
...
FaceModel needs similar override to updateJointState() as SkeletonModel
2014-05-28 10:43:21 -07:00
Andrew Meadows
ae3b792a35
move face/head code from Model into SkeletonModel
2014-05-27 15:28:41 -07:00
Andrzej Kapolka
3a4dfb92f6
Let's try using the neck parent rotation, rather than the neck, to fix
...
separate heads.
2014-05-02 19:37:42 -07:00
Stephen Birarda
684c6b5372
run regex header replacement on all cpp files
2014-04-09 09:35:42 -07:00
Andrew Meadows
403ad5e984
removing a warning about hidden virtual override
2014-04-04 15:18:12 -07:00
Andrew Meadows
7a602aedd1
Fix crash: don't simulate until geometry exists
2014-04-03 09:06:49 -07:00
Andrew Meadows
933cade6b0
Re-add fullUpdate hint to Model::simulate()
2014-04-02 16:34:33 -07:00
Andrew Meadows
97ba5250a5
Only simulate() Avatar Models when necessary
...
Also: rebuild collision shapes when Model scale changes
2014-04-02 12:01:18 -07:00
Andrew Meadows
1bbdc9d78b
Adding bounding capsule shape for Model
...
Also:
Cleaned up the automatic geometry LOD loading
Removed staticExtents data member from FBXGeometry
Split debug rendering of bounding shapes from joint shapes
2014-04-01 09:25:25 -07:00
Andrew Meadows
7949be0319
PitchTweak and friends become DeltaPitch
2014-03-27 11:14:26 -07:00
Andrew Meadows
c354e980a8
getTweakedOrientation() to getFinalOrientation()
2014-03-27 11:03:42 -07:00
Andrzej Kapolka
62884f1f4f
Don't use textures/fancy shaders when rendering shadow map. Closes #2270 .
2014-03-24 13:15:03 -07:00
Andrzej Kapolka
5b30f932c1
Fix for slight graphical glitches on loading avatars.
2014-03-13 14:09:12 -07:00
Andrzej Kapolka
43feef3ebd
Only update the full set of joints when we've received new data from the
...
mixer. Closes #2274 .
2014-03-13 12:03:02 -07:00
Andrew Meadows
aa8c2fc8cb
use radians instead of degrees (almost) everywhere
2014-03-11 17:26:58 -07:00
Andrzej Kapolka
cd2bd32210
Delay loading models until we know that we need them (i.e., that we're not
...
beyond billboard distance). Closes #2121 .
2014-02-27 12:30:46 -08:00
Andrew Meadows
48f28ecee7
Merge branch 'master' of ssh://github.com/highfidelity/hifi into camera-occlusion
...
Conflicts:
interface/src/Menu.h
interface/src/avatar/Avatar.cpp
2014-02-17 12:12:47 -08:00
Andrew Meadows
bca50a5b70
Split render options for head/body collision proxy
...
This makes the poor proxy shapes easier to see.
2014-02-17 11:23:01 -08:00
Andrzej Kapolka
b08d452749
Fix for head appearing at wrong position for a single frame.
2014-02-13 16:49:42 -08:00
Andrzej Kapolka
6a39290bf5
Basic LOD switching based on distance to camera.
2014-02-13 13:37:29 -08:00
Andrew Meadows
7840b351dd
Fix for #1968 : head does not roll
2014-02-11 08:43:56 -08:00
Andrew Meadows
6b2c7c556d
Fixing mouselook.
...
Faceshift head rotations are stored separately and then integrated into
the final (rendered) head rotation at the right times but do not affect
the camera.
2014-02-07 17:46:14 -08:00
Andrzej Kapolka
7a4353428e
Fixed eye rotations.
2014-01-17 11:05:26 -08:00
Andrzej Kapolka
2c7b6b9696
Skeleton removal checkpoint; compiles, but there are a few bits missing.
2014-01-15 15:14:50 -08:00
Andrzej Kapolka
5d88953f12
First cut at stretching the arms out and aligning forearms with wrists.
...
Closes #1423 , #1504 .
2014-01-14 15:27:28 -08:00
Andrzej Kapolka
b90c5bdae8
Option to render collision proxies, more general avatar penetration test, fix
...
for meshes with only one joint influence.
2013-12-05 14:00:38 -08:00
Andrzej Kapolka
b2ed29dbff
Work around precision issues with multiplying matrices with high translation
...
magnitudes (by using relative translation).
2013-11-04 16:49:12 -08:00
Andrzej Kapolka
d04b36bf48
Fix for GuyFinal rotation.
2013-11-01 14:25:26 -07:00
Andrzej Kapolka
62381e19b5
Only use hacky model translation with the old skeleton.
2013-11-01 13:33:50 -07:00
Andrzej Kapolka
c3e0f8bc1f
Bump up the maximum eye angle slightly.
2013-11-01 10:48:09 -07:00
Andrzej Kapolka
09240dba27
Limit the eye rotation to 22.5 degrees.
2013-10-25 10:55:08 -07:00
Andrzej Kapolka
2e06965b1c
I think this does the trick, finally.
2013-10-22 15:50:42 -07:00
Andrzej Kapolka
41775912d8
Back to using matrices.
2013-10-22 15:39:45 -07:00
Andrzej Kapolka
1f8bed9d9c
More transform rejiggery.
2013-10-22 15:31:27 -07:00
Andrzej Kapolka
d393bdcea6
Wheeee, let's try a different way of applying the lean rotation.
2013-10-22 15:04:49 -07:00
Andrzej Kapolka
02a21ae9c0
New plan: let's get the skeleton working first, then work on the face.
2013-10-22 14:33:27 -07:00
Andrzej Kapolka
cd4b88acaa
More rotation tweaks.
2013-10-22 13:39:51 -07:00
Andrzej Kapolka
a33c7ce20c
More work on extracting rotations.
2013-10-22 12:54:32 -07:00
Andrzej Kapolka
9d89baa506
Apply the neck position.
2013-10-21 17:30:26 -07:00