Commit graph

1184 commits

Author SHA1 Message Date
Anthony J. Thibault
ec638d9d91 Avatar can now look straight down without spinning 180.
Also, come code clean up and removal of unnecessary Y_180 flips.
2018-05-14 13:48:04 -07:00
Clement
da9fb9c751 Fix non self-sufficient headers 2018-05-04 16:26:41 -07:00
David Rowe
e95c38d939 Merge branch 'master' into 21856-g
# Conflicts:
#	libraries/model-networking/src/model-networking/TextureCache.h
2018-05-03 21:03:14 +12:00
David Rowe
48632be3c2 Fix up cache APIs' JSDoc 2018-05-02 16:12:48 +12:00
David Rowe
1aa28b7f54 Merge remote-tracking branch 'upstream/master' into 21856-d
# Conflicts:
#	interface/src/LODManager.h
2018-05-02 07:50:55 +12:00
Oren Hurvitz
69b97b423f Added a missing 'break' in AnimExpression::evalUnaryMinus() 2018-04-30 15:42:45 +03:00
David Rowe
2cc3ed6287 List which contexts each namespace and object is available in 2018-04-28 20:00:28 +12:00
David Rowe
08dc9b133f Docs to JSDoc review 2018-04-26 21:10:28 +12:00
milad nazeri
23d07fa292 fixed spacing issue 2018-04-24 13:14:55 -07:00
milad nazeri
1121fe8da0 fix tabs 2018-04-23 21:47:53 -07:00
milad nazeri
4ac06fe99f Updating previous jsdocs 2018-04-22 22:22:33 -07:00
milad nazeri
e9b9c05b5d removed cruft 2018-04-22 08:51:47 -07:00
Anthony Thibault
dc9c9fd0ee
Merge pull request #12683 from hyperlogic/bug-fix/reduce-elbow-flapping
Reduce avatar elbow fluttering by disabling pole vectors
2018-04-02 10:51:28 -07:00
John Conklin II
563ff61325
Merge pull request #12661 from SamGondelman/android
Android: Stats, disable IK, reduce impact of InputRecorder
2018-03-23 11:08:50 -07:00
Anthony J. Thibault
f19b1d9890 Fix for character walk animations in desktop mode. 2018-03-20 18:12:55 -07:00
Anthony J. Thibault
69f462baeb Disable elbow pole vectors, solve from joint limit centers. 2018-03-19 18:53:00 -07:00
SamGondelman
06c0b3afd3 disable IK on android, input recorder doesn't do anything if off 2018-03-16 16:52:12 -07:00
Anthony J. Thibault
f6c4f6b9c4 Fix for arm IK jitter
When in HMD mode, holding your hand controller in front of your face, would often result in a 1-2 mm pop in wrist position.
This was due to a problem in the IK elbow constraint.
When the swing rotation out of the elbow's reference frame was close to but not exactly identity it would not be properly constrainted.
But when the magnitude of that swing became big enough the constraint would engage.
This small change in swing rotation was noticable as a 1-2 mm movement in the wrist.
2018-03-15 13:06:27 -07:00
David Rowe
75189e292d Fix OSX / Linux warning 2018-03-13 10:22:50 +13:00
David Rowe
945858876e Use std::vector<> instead of QVector 2018-03-13 09:53:25 +13:00
David Rowe
5acc605ba0 Fix OSX / Linux warning 2018-03-12 16:03:31 +13:00
David Rowe
957d39b0b1 Fix rotation and position of meshes attached to eye joints 2018-03-11 14:49:23 +13:00
Seth Alves
bf73df1265 more logging for fogbugz 11748 2018-02-20 15:45:47 -08:00
John Conklin II
309c2ecba1
Merge pull request #12239 from druiz17/fix-camera-update
Do not override sensorToWorldMatrix if animGraph is loading or failed to load
2018-02-13 15:10:13 -08:00
John Conklin II
d084e58f48
Merge pull request #12328 from Atlante45/fix/misc-bugs
Misc bug fixes
2018-02-12 14:31:38 -08:00
Dante Ruiz
d381beb213 cleaning up code 2018-02-12 10:53:42 -08:00
Dante Ruiz
0c5c4679fb Merge branch 'master' of github.com:highfidelity/hifi into fix-camera-update 2018-02-05 14:25:54 -08:00
Anthony Thibault
819af96fcc
Merge pull request #12331 from ctrlaltdavid/21732
Fix scaling of avatar submeshes attached to joints
2018-02-05 10:19:18 -08:00
David Rowe
9818674549 Fix scaling of avatar submeshes attached to joints 2018-02-03 15:06:47 +13:00
Dante Ruiz
d593e7107c fix merge conflict 2018-02-02 13:29:31 -08:00
Atlante45
8ebb3e52d8 Misc bug fixes 2018-02-02 13:10:49 -08:00
John Conklin II
cbdbf51ccd
Merge pull request #12317 from hyperlogic/feature/remove-ik-hips-offset
Removal of hips offset shifting from AnimInverseKinematics node
2018-02-01 15:30:08 -08:00
Anthony J. Thibault
b23f98b311 Removal of hips offset shifting from AnimInverseKinematics node
With the addition of the hips IK target, the hips offset shifting code is no longer necessary.
This PR should not effect any behavior, but it removes this unused code from the animation system.
2018-01-31 17:56:33 -08:00
Anthony J. Thibault
ed67a5b408 Fix avatars with extra joints during mirrored animations
When the avatar is rotated it will play a mirrored and non mirrored versions of the rotation animation.
The mirrored version would also mirror extra joints on the model, yielding unexpected results.
This refines the logic that determines which joints are NOT mirrored, so that extra joints
remain unaffected by the mirrored animation playback.
2018-01-30 16:51:39 -08:00
Seth Alves
b6f7d2eb89 print warnings if head position contains not-a-number 2018-01-25 15:15:59 -08:00
Dante Ruiz
b7ba7862aa give animGrapgh loader a high priority 2018-01-24 11:18:42 -08:00
Anthony J. Thibault
cd4d9255bd Added defaultPoseFlags to avatar protocol
Change rotationSet to rotationIsDefaultPose for JointData
Also for translation.  Fixed all code to flip boolean value.
Created EntityJointData so that the ModelEntity stuff doesn't need to change.
2018-01-19 15:34:27 -08:00
Anthony J. Thibault
bc587bf6d8 Removal of legacy Rig methods 2018-01-16 18:19:35 -08:00
Anthony J. Thibault
576273efe3 Remove Rig::restoreJointPosition and references to it. 2018-01-16 18:01:58 -08:00
Anthony J. Thibault
1027025b5c remove bind poses from AnimSkeleton. 2018-01-16 17:41:25 -08:00
Anthony J. Thibault
51ea2632c0 Remove Avatar UseAnimPreAndPostRotations option.
This should always be true and can lead to hard to diagnose bugs if it is ever set to false.
2018-01-16 17:27:19 -08:00
Anthony Thibault
0a54241fe3
Merge pull request #12092 from hyperlogic/feature/dual-quat
Fix tootsie roll wrists and shoulders with dual quaternion skinning
2018-01-12 16:30:03 -08:00
Anthony J. Thibault
bfd18e3696 unused variable warning fix 2018-01-12 09:07:50 -08:00
Anthony J. Thibault
983e1fe075 warning fixes: removed unused variable. 2018-01-11 17:57:58 -08:00
Anthony J. Thibault
4e4ac6c54d Merge branch 'master' into bug-fix/elbow-glitch-fix 2018-01-11 17:57:41 -08:00
Anthony J. Thibault
7753b8a0b5 Merge branch 'master' into feature/dual-quat 2018-01-11 17:31:29 -08:00
Anthony J. Thibault
467a7eaf2d Fix for elbow glitches
The pole vector constraint calculation within the IK system would sometimes compute the incorrect rotations.
This would be visible as an instantaneous snap of the elbow joint as the bicep was curled.

When applying pole vector constraints, there needs to be two methods of determining the current orientation of the elbow joint.
One for when the arm/elbow joint is bent, and one for when the arm/elbow is straight.
Previously, the way we would switch between these two solutions could cause a large rotation delta to accur between very small angles.
Now we use the more accurate method (1) more often, and we smoothly blend between the solutions as the joint gets straighter.
2018-01-11 15:40:53 -08:00
Anthony J. Thibault
ae997928c1 Bug fix to prevent wrists entering the avatar's torso.
This was inadvertently disabled in PR #11978.
2018-01-10 11:51:44 -08:00
Anthony J. Thibault
d08f94a74d Code review feedback
* Removed AnimPose::fuzzyEqual
* Fixed DualQuaternion ctor
2018-01-08 13:36:23 -08:00
Anthony J. Thibault
515d13a4c1 WIP checkpoint 2018-01-04 16:09:08 -08:00
Anthony J. Thibault
565875e823 WIP first attempt at dual quat skinning 2018-01-04 16:09:02 -08:00
Anthony J. Thibault
e2df9e29e2 Fix for crash in AnimSkeleton::getNumJoints()
When initAnimGraph is called it asynchronously loads the Animation graph in the background.
If the model url is changed, or the Model is deleted in between the initial load and it's completion,
It's possible to access a bad Rig::_animSkeleton pointer.
The fix is to hold onto the _animSkeleton pointer via a weak ref.
2017-12-15 16:46:27 -08:00
Anthony J. Thibault
9f54ce55f3 Change domain setting from min/max avatar scale to min/max avatar height
* Domain settings version has been bumped from version 2.0 to 2.1
* Old domain settings for avatar scale will be auto-converted to avatar height
* Avatar code has been changed so that limitDomainScale() works with the new height limits
* Avatar getUnscaledEyeHeight() was added to C++.
* MyAvatar.getHeight() was added to JS.
2017-11-21 13:25:47 -08:00
luiscuenca
bf0d55aa98 9267 Fix not restoring animations after changing view modes 2017-11-15 15:04:24 -07:00
Anthony J. Thibault
4169e11e77 Merge branch 'master' into bug-fix/div-by-zero 2017-11-10 10:15:26 -08:00
Anthony J. Thibault
9724a5e5b8 Fix for address sanitizer warning
This fixes a potential null pointer dereference.
2017-11-09 10:53:36 -08:00
luiscuenca
81509b3e92 coding standard 2017-11-02 10:34:57 -07:00
luiscuenca
9e0e1ab5a5 erase comment 2017-11-01 19:56:16 -07:00
luiscuenca
e201e82ec2 formatting 2017-11-01 19:45:56 -07:00
luiscuenca
6a2dc38fdd restoring previous roles 2017-11-01 19:38:37 -07:00
luiscuenca
da63e85699 Bug 8270 fixed 2017-11-01 09:17:04 -07:00
Andrew Meadows
c79bf3bc04 cleanup WANT_DETAILED_PROFILING 2017-10-19 14:31:50 -07:00
Andrew Meadows
339edc67c8 ifdef out more per-frame-per-entity profiling 2017-10-16 17:27:53 -07:00
Anthony J. Thibault
fe57a20979 div by zero fix 2017-10-10 16:22:49 -07:00
Anthony J. Thibault
18d723b6b4 div by zero fixes, detected by address sanitizer 2017-10-10 16:17:39 -07:00
SamGondelman
a6f2545511 fix local t pose 2017-10-03 12:51:37 -07:00
SamGondelman
b8ea6c22fa no tpose when switching avatars
(cherry picked from commit fcfac9efc0)
2017-09-29 13:47:09 -07:00
SamGondelman
306cf883fe don't reload animGraph if url didn't change 2017-09-26 18:18:41 -07:00
Anthony J. Thibault
573985c7c9 Merge branch 'master' into feature/ant-man 2017-08-28 09:27:04 -07:00
Anthony J. Thibault
5042b90052 Rig: Fix for debug mode assert 2017-08-24 10:47:48 -07:00
Brad Hefta-Gaub
afce8b547a Merge pull request #11197 from hyperlogic/bug-fix/prevent-rig-crash-in-lambda
Rig: Use a registry to prevent use after free crashes/corruption
2017-08-23 15:09:28 -07:00
Anthony J. Thibault
aef19c6f97 Rig: Use a registry to prevent use after free crashes/corruption
Create a global registry to hold all the currently active Rig instances.
Use this registry and it's mutex to prevent accessing the rig after it has already been destroyed,
or is in the process of being destroyed on the main thread.
2017-08-15 18:28:51 -07:00
Anthony J. Thibault
e9b8e5431d Fix for incorrectly scaled bounding volumes when switching avatars
Make sure to explicitly set the _geometryToRigTransform in Rig::initJointStates().

This should fix small bounding volume when switching from the Gamebot avatar (which has 0.008 scaling)
to another avatar (which ususally have 0.01 scaling).
2017-08-15 17:26:51 -07:00
Anthony J. Thibault
f46198c2fd Simplified/Improved avatar capsule calculation
IK is no longer performed during capsule calculation, This fixes an issue with the mannequin avatar in the marketplace.
Specifically, it was causing the hips to rise during IK which would result in an incorrectly sized and offset capsule.
2017-08-15 13:48:10 -07:00
Anthony J. Thibault
04006a9f76 code review feedback 2017-08-15 11:19:41 -07:00
Anthony J. Thibault
cd57c0706a more warning fixes 2017-08-11 17:46:50 -07:00
Anthony J. Thibault
9e1218b4a4 Use k-dop collision to prevent hands from entering body. 2017-08-11 14:50:00 -07:00
Anthony J. Thibault
25b5cb4762 Switch order of precondition and setSecondaryTargets 2017-08-01 13:17:33 -07:00
Anthony J. Thibault
2a45c6d3dc Removed eigen dependency, fixed Debug Draw IK Chains
Also, clarified for special case for secondary shoulder joint look-at constraint.
2017-07-26 16:55:12 -07:00
Anthony J. Thibault
c81875a280 Improved shoulder calibration using hard-coded measured shoulder width 2017-07-25 15:50:44 -07:00
Anthony J. Thibault
33a1d6e225 Merge branch 'master' into feature/secondary-pose-support 2017-07-24 17:27:33 -07:00
Anthony J. Thibault
9f6641ed10 Shoulder puck calibration work in progress
* AnimInverseKinematics: debug draw for secondary targets
* AnimInverseKienmatics: better clean up of ik target debug draw
* GeometryUtil: added findPlaneFromPoints()
* ViveControllerManager: external dependency on eigen
* ViveControllerManager: record history of left/right hand controllers
* ViveControllerManager: use history to determine user shoulder location for better calibration
* ViveControllerManager: pass defaultToReferenceMat by const ref to calibrate functions.
* CMake: added external depenency to eigen linear algebra library.
2017-07-24 17:22:48 -07:00
Andrew Meadows
5a4f56388b Merge pull request #10881 from hyperlogic/feature/smooth-ik-chains
Smooth IK when trackers are disabled / enabled.
2017-07-14 16:59:30 -07:00
Anthony J. Thibault
de199bff9d code review feedback 2017-07-14 09:47:37 -07:00
Anthony J. Thibault
c85e187c61 first stab at secondary target pose support 2017-07-13 18:12:33 -07:00
Anthony J. Thibault
b0177c2522 remove comment, it does indeed work 2017-07-10 16:25:37 -07:00
Anthony J. Thibault
1cdc0071f3 Fixed issue with hips and chest not ramping off properly. 2017-07-10 16:17:25 -07:00
Anthony J. Thibault
bd8d6280a8 Interpolate out of ik chains when they are disabled 2017-07-07 09:29:57 -07:00
Seth Alves
15d379cc5a coding style 2017-07-06 17:36:28 -07:00
Seth Alves
24c8267030 in Rig joint accessors, if on the Rig's thread use internalPoseSet, else use external 2017-07-06 13:22:14 -07:00
Seth Alves
e9bdbd7715 Merge branch 'calvin' of github.com:samcake/hifi into faster-getters-on-avatar-for-scripts 2017-07-06 11:09:38 -07:00
Anthony J. Thibault
06d512dab9 Warning fixes 2017-07-05 10:43:24 -07:00
Anthony J. Thibault
56cd31e92d Merge branch 'master' into feature/smooth-ik-chains 2017-07-05 09:33:22 -07:00
Anthony J. Thibault
1a24d4d8ec added safeLerp, shortest angle quat lerp with post normalize 2017-07-05 09:31:02 -07:00
Anthony J. Thibault
7ed1382ac9 ik level interpolation of incoming targets 2017-07-03 16:32:46 -07:00
Anthony J. Thibault
2f6a37ee53 Removed interpolation of hand controllers 2017-07-03 16:31:05 -07:00
Anthony J. Thibault
aba164b26e more clean up of Rig::computeAvatarBoundingCapsule 2017-06-30 13:27:53 -07:00
Anthony J. Thibault
237872e477 sizes and order of IKTargetVarVec and IKTargetVec are now the same.
Also, A change in how the bone name to bone index lookup occurs exposed a bug
in Rig::computeAvatarBoundingCapsule(), basically it was not actually preforming IK,
and the ik targets were in the wrong coordinate frame.  So when IK was actually
performed it would give bad results.  This bug is now fixed.
2017-06-30 12:47:01 -07:00
Brad Davis
6fc82bb351 Switch to preprocessor macro for blocking invokes to capture function information 2017-06-30 11:36:24 -07:00
Anthony J. Thibault
75e1a4a1e6 Refactor of JointChainInfo data structure 2017-06-30 09:28:39 -07:00
Anthony J. Thibault
c7e4bf931b WIP: first steps toward smoothing ik chains 2017-06-30 09:28:38 -07:00
Brad Davis
b52dd7b822 Don't use blocking connections on the main thread 2017-06-29 20:45:17 -07:00
Sam Gateau
f7a3b3a411 Experimenting faster getters on Avatar for scripts 2017-06-29 15:55:47 +02:00
Clément Brisset
a2c15c9794 Merge pull request #10770 from jherico/fix_deps_1
Cleanup entity dependencies
2017-06-28 10:48:58 -07:00
Brad Davis
8130a91b8c Cleanup entity dependencies 2017-06-27 19:15:49 -07:00
Anthony J. Thibault
d4122cff5a warning fix 2017-06-27 11:29:08 -07:00
Anthony J. Thibault
2814c94582 Hips should no longer waggle when feet are active 2017-06-26 17:43:51 -07:00
Anthony J. Thibault
8602d57a57 Eliminated to wiggle while pucks are enabled.
* Added new anim node AnimDefaultPose
* AnimNodeLoader was changed to support the addition of the AnimDefaultPose node
* Edited default avatar-animation.json to insert an AnimOverlay and AnimDefaultPose between the IK node and the rest of the "underPose".
* Rig uses this to fade in default pose for the toes when the hip/feet puck are active.
  This effectively deadens the toe animations, without effecting the hand animations.
* Also, the rig was changed to use the LimitCenter solution when the feet are enabled but the hips are not.
2017-06-26 14:09:10 -07:00
Anthony J. Thibault
b8c638b2b7 warning fixes 2017-06-23 14:36:59 -07:00
Anthony J. Thibault
f320610681 opened up shoulder constraint + other fixes
* bent elbows will be away from the body a bit more.
* sped up smoothing of pole vectors
2017-06-23 14:06:00 -07:00
Anthony J. Thibault
54af6af651 Fix for pole vector stability and knee pole vector computation 2017-06-23 10:38:21 -07:00
Anthony J. Thibault
0f51236fb0 Rig.cpp: take avatar scale into account when computing elbow pole vector 2017-06-21 14:36:42 -07:00
Anthony J. Thibault
1979ed7f3a Disable elbow pole vector if arm/shoulder pucks are enabled 2017-06-19 16:58:11 -07:00
Anthony J. Thibault
c236afe68c Simplify passing data from MySkeletonModel to Rig 2017-06-19 16:54:39 -07:00
Anthony J. Thibault
6bbc5bfbea formatting on initializers 2017-06-19 13:42:39 -07:00
Anthony J. Thibault
3f5aba2655 improved elbow pole vector calculation
Also, pole vectors are blended spherical linearly, this might help fast moving
pole vectors from rotating too quickly.
2017-06-19 13:21:12 -07:00
Anthony J. Thibault
81852cd91c warning fixes 2017-06-16 18:15:41 -07:00
Anthony J. Thibault
323dc62ef2 Merge branch 'master' into feature/pole-vector 2017-06-16 17:37:11 -07:00
Anthony J. Thibault
e7991579ef Enabled elbow pole vectors
There are still some issues with rotations of the elbow pole vectors.
* When the (hand - shoulder) vector approaches the normal vector used in Rig::calculateElbowPoleVector() unexpected twists can occur.
* Also, when the (hand - shoulder) vector approaches zero, the IK system starts to flutter between two states.
* The shoulder twist constraint probably needs to be opened up for more natural range of motion.
2017-06-16 17:29:56 -07:00
Anthony J. Thibault
cdfba52488 precondition initial solution before solving to reduce limb locking. 2017-06-15 15:02:42 -07:00
Anthony J. Thibault
fac21033e7 Fixed matthew sitting pose by opening up UpLeg twist constraint to +- 90 degrees. 2017-06-14 11:53:54 -07:00
Anthony J. Thibault
10f94c2d60 Fixed pole vectors on straight limbs by using reference vector 2017-06-14 11:35:53 -07:00
David Rowe
570ec8457d Refactor 2017-06-14 10:45:30 +12:00
Anthony J. Thibault
f20c03fa6e Pole vectors can be controlled via anim vars. 2017-06-13 15:36:05 -07:00
David Rowe
5eee2d8352 Code review 2017-06-13 12:39:46 +12:00
Anthony J. Thibault
7521d6124e WIP: added blend between hips and foot for knee pole vector 2017-06-12 17:23:23 -07:00
Anthony J. Thibault
0cde22d937 Bug fix for pole constraint on legs 2017-06-12 12:13:03 -07:00
David Rowe
3e126c0517 Smoothly ease hands from uncontrolled to controlled positions 2017-06-12 17:14:13 +12:00
Anthony J. Thibault
e8ca1a3060 WIP: added magnitude to damping rotation near singularities.
Also knee pole constraints don't work..  why?
2017-06-09 18:09:38 -07:00
Anthony J. Thibault
bb45fe0388 WIP, straight arm still rotates.. 2017-06-09 09:48:03 -07:00
Anthony J. Thibault
02f06d4d4e WIP pole vectors work.. but still have issues... 2017-06-09 09:48:02 -07:00
Anthony J. Thibault
6564cfd5d1 WIP 2017-06-09 09:48:00 -07:00
Anthony Thibault
e3c342aa77 Merge pull request #10595 from hyperlogic/feature/spine-spline
Spline IK target support
2017-06-08 18:09:55 -07:00
Anthony J. Thibault
8334dff610 compute rotation from derivative of spline
This should fix bad rotation values for the spine during bowing/touching toes.
2017-06-08 15:00:12 -07:00
Anthony J. Thibault
606c6415ae Merge branch 'master' into feature/spine-spline 2017-06-07 10:53:46 -07:00
David Rowe
5cb1918b80 Simplify code 2017-06-06 13:26:16 +12:00
David Rowe
ad848706ec Merge branch 'master' into 21202 2017-06-06 11:18:31 +12:00
Andrew Meadows
793ed1313d change variable name for more readable code 2017-06-05 10:30:52 -07:00
Andrew Meadows
1621d31a8e cleanup usage of GLMHelpers::generateBasisVectors() 2017-06-05 08:54:05 -07:00
Anthony J. Thibault
2422c7e1bb code review feedback 2017-06-02 15:47:51 -07:00
Anthony J. Thibault
551426f46e Made computeSplineJointInfosForIKTarget more general
It should now work for non-vertical oriented splines.
2017-06-01 13:56:06 -07:00
Anthony J. Thibault
f99b579c14 added some docs 2017-06-01 13:38:18 -07:00
Anthony J. Thibault
226855b2b9 Bug fixes and cleanup
* Bug fix for problem when chest target is enabled but hips target is not.
* centralized the two computeSplineFromTipAndBase functions into one.
* Removed dead code
2017-06-01 13:20:50 -07:00
Anthony J. Thibault
813feeb8fd Limit spine spline compression/stretch to 15% 2017-06-01 08:56:42 -07:00
David Rowe
47e65e942e Gradually relax hands from controlled positions when lose tracking 2017-06-01 23:42:08 +12:00
David Rowe
95aab28e91 Disable unused code
Keep for future experimentation per other commented-out code in method
2017-06-01 18:13:57 +12:00
Anthony J. Thibault
d3ca34956d Fix spline interpolation the wrong way when bending backward. 2017-05-31 16:58:17 -07:00
Anthony J. Thibault
cff42ab9b0 Working spline spline. 2017-05-30 19:01:52 -07:00
Anthony J. Thibault
d4dbd94a35 Compute defaultSpineSplineto defaultPose offset 2017-05-30 14:25:32 -07:00
Anthony J. Thibault
39c23bfe2f revision of spine spline rotation calculation 2017-05-30 14:25:30 -07:00
Anthony J. Thibault
fc12d7547a Addition of CubicHermiteSpline helper classes. 2017-05-30 14:25:29 -07:00
Dante Ruiz
d317d9236f made requested changes 2017-05-26 16:40:21 +01:00
Dante Ruiz
0fdf136251 got the shoulders working 2017-05-24 19:31:48 +01:00
Dante Ruiz
ac3c9655ec added arms 2017-05-24 01:28:08 +01:00
Anthony J. Thibault
06c26f029a Merge branch 'master' into feature/faster-ik-iterations 2017-05-23 09:10:17 -07:00
Andrew Meadows
7b879a7964 Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
Anthony J. Thibault
621d94eb91 removed temp comments 2017-05-19 10:38:16 -07:00
Anthony J. Thibault
e99001d86c debug draw ik chains, bug fix for flex coef on tips
And opened up hip constraints.
2017-05-18 16:29:55 -07:00
Anthony J. Thibault
87adeb0565 apply flexCoeff to tip of joint chain as well. 2017-05-18 11:26:49 -07:00
Anthony J. Thibault
abe19310da WIP: checkpoint of ik changes 2017-05-18 11:26:48 -07:00
Anthony J. Thibault
0018224fef moar warning fixes 2017-05-17 16:23:39 -07:00
Anthony J. Thibault
78dd30f656 macosx warning fix 2017-05-17 15:22:39 -07:00
Anthony J. Thibault
be7a9a2383 warning fixes 2017-05-16 11:00:25 -07:00
Anthony J. Thibault
1e276d113c Added support for weights per target 2017-05-15 09:26:24 -07:00
Anthony J. Thibault
67fbb15faa WIP: initial implementation of flexCoefficients 2017-05-15 09:26:23 -07:00
Anthony J. Thibault
a14fa5dab9 code review feedback 2017-05-11 10:54:15 -07:00
Anthony J. Thibault
e63dc52ec9 moar warning fixes 2017-05-09 13:59:07 -07:00
Anthony J. Thibault
d7f195bc42 warning fix 2017-05-09 13:17:06 -07:00
Anthony J. Thibault
0bcc3c023e warning fixes 2017-05-09 13:07:06 -07:00
Anthony J. Thibault
7b35e8c7fd Bug fix for hands, reduced elbow angle to 60 degrees from horizontal. 2017-05-09 11:57:41 -07:00
Anthony J. Thibault
fe69f58174 Bug fix centerLimit rot for LeftArm, also, lower arms in centerLimit pose
Lowering the arms in centerLimit poses will help keep the elbows relaxed on the side of the body.
2017-05-09 09:47:26 -07:00
Anthony J. Thibault
5a4b21c0a9 Removed debug code 2017-05-08 18:10:56 -07:00
Anthony J. Thibault
84aa86b464 Added animVar support for IK solutionSource. 2017-05-08 18:07:45 -07:00
Anthony J. Thibault
2166d8c159 Added setSolutionSource to AnimInverseKinematics node. 2017-05-08 15:06:31 -07:00
Anthony J. Thibault
712fcbe27a Removed cruft/debug code & comments 2017-05-08 15:06:30 -07:00
Anthony J. Thibault
7af93f9fea Hooked up IK constraint rendering 2017-05-08 15:06:29 -07:00
Anthony J. Thibault
e992d6703a WIP: debug render joint constraints. 2017-05-08 15:06:28 -07:00
Anthony J. Thibault
a260163aee WIP commit, first pass at generating limit center joints + debug draw 2017-05-08 15:06:27 -07:00
Anthony J. Thibault
108cd80bb5 Merge branch 'master' into feature/head-standard-action 2017-04-28 10:41:29 -07:00
Anthony J. Thibault
c61e6a8a9e AnimInverseKinematics: reduce number of magic constants 2017-04-27 18:24:21 -07:00
Anthony J. Thibault
764f6c69ea Head input action will override the HMD for IK. 2017-04-27 17:39:25 -07:00
Anthony J. Thibault
1fc9f4c93d Hips and Spine are routed thru input system properly 2017-04-25 17:22:47 -07:00
Anthony J. Thibault
dc19f37726 input/controller routing thru skeleton model and rig. 2017-04-25 15:04:47 -07:00
Anthony J. Thibault
4336e22f5a clang warning fix 2017-04-24 17:06:02 -07:00
Anthony J. Thibault
937f308ba8 code cleanup 2017-04-24 17:04:16 -07:00
Anthony J. Thibault
8adbe34c27 added comment 2017-04-24 14:36:56 -07:00
Anthony J. Thibault
deca26e9eb Fix for HMDHead tip constraint 2017-04-24 14:33:14 -07:00
Anthony J. Thibault
1cd0f03242 Restore master version of computeHipsOffset() and special case for HeadHMD target type 2017-04-24 14:19:06 -07:00
Anthony J. Thibault
dc3803a225 Re-enable IK _hipsOffset computation when no hips IK target is present. 2017-04-24 13:59:02 -07:00
Anthony J. Thibault
47e51493e8 dynamicallyAdjustLimits on the underPoses not the relaxed poses. 2017-04-24 09:56:10 -07:00
Anthony J. Thibault
22e79504bb Elliptical swing targets for the spine, Bug fix for debug draw 2017-04-14 17:00:50 -07:00
Anthony J. Thibault
b49760cee2 Remove hand IK target collision with body capsule 2017-04-14 17:00:49 -07:00
Anthony J. Thibault
d464020577 Adjust min angle of knee constraint to prevent leg locks 2017-04-14 17:00:48 -07:00
Anthony J. Thibault
0ebaba7cf8 Now supports sensorConfig with hips and chest sensors 2017-04-14 17:00:46 -07:00
Anthony J. Thibault
adaf7dda7c Check in viveMotionCapture test script. 2017-04-14 17:00:45 -07:00
Anthony J. Thibault
a10b157aff First pass at having an explicit Hips IK target.
Also, AnimManipulator nodes support setting position and rotation on a single joint.
2017-04-14 17:00:44 -07:00
Stephen Birarda
e86db26224 Revert "fix relative/absolute path handling for external FBX textures" 2017-04-10 14:31:02 -07:00
Seth Alves
05bf1930ca Merge pull request #10169 from hyperlogic/feature/absolute-default-joints-in-object-frame
Added accessor to get Avatar default pose in avatar space
2017-04-10 12:55:02 -07:00
Anthony J. Thibault
a06df1a400 Bug fix for passing quats from script to C++ via the animationStateHandler 2017-04-07 14:13:00 -07:00
Chris Collins
4e9e3cccea Merge pull request #10116 from birarda/bug/rel-ext-textures
fix relative/absolute path handling for external FBX textures
2017-04-06 15:58:02 -07:00
Stephen Birarda
0b57b98970 change readFBX calls to use QUrl where possible 2017-04-04 14:53:14 -07:00
Anthony J. Thibault
c58fdb590a Fix for sliding feet when leaning in HMD mode. 2017-04-04 11:00:34 -07:00
ZappoMan
53c439ffba add foot IK targets as actions 2017-03-30 19:11:16 -07:00
Anthony J. Thibault
5eddd232b0 Fix for change from std::string to QString 2017-03-24 17:03:01 -07:00
Anthony J. Thibault
49a95089d1 Remove hacks for debug rendering of IK targets
A AnimContext class was introduced.  This context is passed into every node during evaluation/overlay.
It holds non-animVar "global" data passed from the application.

(cherry picked from commit a028d3ba58)
2017-03-24 16:27:27 -07:00
Anthony J. Thibault
dd17b2e2f3 Added developer option to draw IK targets in world.
(cherry picked from commit 7e7803c648)
2017-03-24 16:20:52 -07:00
Triplelexx
c2cff55427 rename fronts to forwards 2017-03-22 18:41:06 +00:00
Triplelexx
b7980569cc change all references of IDENTITY_FRONT to IDENTITY_FORWARD 2017-03-21 22:13:33 +00:00
Andrew Meadows
30d7ffb303 fix warning about signed unsigned compare 2017-03-08 17:17:49 -08:00
Andrew Meadows
5847f86db8 fix crash when unpacking too many joints 2017-03-08 16:12:03 -08:00
Atlante45
ff9d6d657c Remove weighted offset, special case downward pressure 2017-03-06 19:41:08 -08:00
Ken Cooke
44c1f8500d redo unsafe optimization 2017-03-04 15:55:53 -08:00
Andrew Meadows
a55ab94cd9 other avatars use jointData no Rig animation 2017-03-02 07:52:02 -08:00
Andrew Meadows
c6730f7c58 Merge pull request #9745 from AndrewMeadows/faster-avatar-updates
Faster avatar updates
2017-02-28 10:55:21 -08:00
Atlante45
e03368414e CR 2017-02-27 18:57:44 -08:00
Atlante45
2d8b71810e remove hips swing 2017-02-27 16:38:57 -08:00
Andrew Meadows
6991970044 relax lower spine for head IK when sitting
also: fix crash bug for bad parentJointIndex
also: reduce limit leakage for IK rotation
2017-02-27 16:38:57 -08:00
Atlante45
d9e2b3a20d Remove lower spine constrain while sitting, losen head 2017-02-27 16:38:56 -08:00
Atlante45
fcc924ce8e Add downward force on the hips to strech the spine. 2017-02-27 16:38:56 -08:00
Atlante45
36dc2dc49d Compute spine length on skeleton load 2017-02-27 16:38:56 -08:00
Atlante45
e9316d30d0 More IK smoothing experimentation 2017-02-27 16:38:56 -08:00
Atlante45
8c232b5abb Initialize max offset to infinity 2017-02-27 16:38:55 -08:00
Atlante45
187cd0d5cf Get IK error and stand up based on it 2017-02-27 16:38:55 -08:00
Atlante45
6821c8621f More sit work 2017-02-27 16:38:54 -08:00
Atlante45
cc5967e8f9 Pull part of the Out Of Body Exp code 2017-02-27 16:38:53 -08:00
Andrew Meadows
faa272c67c don't blend animations for otherAvatars 2017-02-23 17:36:45 -08:00
Thijs Wenker
13b2b6086f Fix recorder.js playback in interface 2017-02-21 19:47:26 +01:00
Atlante45
1201932ee9 Fix SSE2 macros for Macos 2017-02-14 14:10:53 -08:00
Andrew Meadows
08bba5f45f add and remove some profile data points 2017-01-26 08:35:25 -08:00
Brad Davis
1dd2747ef9 Push some tracing into 'detail' categories for easy filtering. Add new tracing categories, add counter change tracking. 2017-01-10 10:44:04 -08:00
Brad Davis
4b4523579a Fix mirrored animations 2017-01-02 14:41:35 -08:00
Brad Davis
171440f70b PR feedback 2016-12-30 17:47:21 -08:00
Brad Davis
7b90d71205 Fix build 2016-12-28 13:23:05 -08:00
Brad Davis
3431db548f Optimize AnimPose(glm::mat) ctor 2016-12-28 12:11:25 -08:00
Brad Davis
dc75894293 Cache more values in AnimSkeleton 2016-12-28 12:11:25 -08:00
Brad Davis
e5e9ab42ea Encapsulate AnimPose members for easier optimizations 2016-12-28 12:11:24 -08:00
Andrew Meadows
e674be9c8c fix animated entities 2016-12-27 15:15:11 -08:00
Andrew Meadows
4161775673 restore context around lock 2016-12-22 10:54:58 -08:00
Andrew Meadows
890e35e96e cleanup unnecessary scope and swap if-check order 2016-12-21 15:37:23 -08:00
Andrew Meadows
3830649990 remove debugging and profiling 2016-12-21 10:55:59 -08:00
Andrew Meadows
b937eff582 more faster math copying JointData 2016-12-21 10:55:59 -08:00
Andrew Meadows
3f687887b9 faster math when unpacking JointData rotations 2016-12-21 10:55:59 -08:00
Andrew Meadows
8ab6974233 optimizations for processing avatar joint data 2016-12-21 10:55:59 -08:00
Brad Davis
30a9961362 tracing polish 2016-12-16 14:02:27 -08:00
Andrew Meadows
ee6a9f4506 adding profile stats relating to avatar CPU costs 2016-12-16 13:41:31 -08:00
Ryan Huffman
7bb2755913 Add chrome tracing support 2016-12-16 01:14:01 -08:00
Atlante45
3035d43772 Merge branch 'master' of https://github.com/highfidelity/hifi into fix/settings 2016-11-21 13:05:08 -08:00
Chris Collins
5b91c8f32b Merge pull request #8984 from sethalves/fix-setLocalJointRotation-name
fix names of model-entity joint setters
2016-11-10 13:39:14 -08:00
Anthony J. Thibault
839b1a3c5e Added some jsdoc comments to the C++ source 2016-11-09 18:09:10 -08:00
Seth Alves
51f6b5af78 code review 2016-11-05 10:35:21 -07:00
Anthony J. Thibault
1732448d3c Added tools/skeleton-dump tool
Debug tool that prints out the skeleton hierarchy of fbx files including joint indices, bindPose and defaultPoses.
The verbose option also prints the full FBX transformation set, pre/post rotations etc.
2016-11-04 13:52:16 -07:00
Seth Alves
e41fa94958 implement RenderableModelEntityItem::setAbsoluteJointRotationInObjectFrame and RenderableModelEntityItem::setAbsoluteJointTranslationInObjectFrame 2016-11-04 11:42:31 -07:00
Andrew Meadows
c8d4146351 don't mirror eye animations 2016-10-28 17:08:43 -07:00
Atlante45
d5429e76da Warnings fixes and cleanup 2016-10-12 10:20:19 -07:00
Brad Davis
ecfe56085d GLM update and GLI integration 2016-09-09 10:18:15 -07:00
Andrew Meadows
2c8ab9b2b8 Merge pull request #8497 from hyperlogic/feature/improve-ik-quality
Raised max iterations for IK to 16 from 4
2016-08-25 15:06:11 -07:00
Anthony J. Thibault
1e95e067c0 warning fixes for llvm/gcc 2016-08-24 15:46:55 -07:00
Anthony J. Thibault
e1f7dfc4e1 Raised max iterations for IK to 16 from 4
* IK now returns early if solution is "good enough"
* IK now has nsight markers for profiling
2016-08-22 10:34:56 -07:00
Seth Alves
87dbfa7e47 add -Wsuggest-override to compile flags and deal with fallout 2016-08-18 09:51:41 -07:00
Anthony Thibault
3b14988577 Fix another crash if "Hips" joint is not found. 2016-07-22 16:27:43 -07:00
Anthony Thibault
a43e9a5710 Fix for crash on avatars with missing "Hips" joint 2016-07-22 16:00:40 -07:00
Anthony J. Thibault
837b19ed1b fix for pushing avatar into floor when exiting away mode.
* Removed MyAvatar.reset() access from JavaScript
* Added HMD.centerUI() to JavaScript, which can be used to reset the 3D UI sphere around the current HMD orientation.
* Added MyAvatar.clearIKJOintLimitHistory() which can be used to reset any remembered IK joint limit history.
* Added MyAvatar.centerBody() which can be used to instantly re-orient the avatar's so that the hips and toes
  are facing the same direction as the current HMD orientation.

away.js now uses the above new API's instead of MyAvatar.reset()
2016-07-19 14:42:24 -07:00
SamGondelman
caf4a9fa34 got rid of comparison warning 2016-06-17 14:17:32 -07:00
SamGondelman
59b785a33b trying to debug 2016-06-15 16:55:34 -07:00
Anthony J. Thibault
9292a9ce0b Added MyAvatar.hmdLeanRecenterEnabled property
Used to disable the 'room-scale' avatar re-centering code.
Disabling this can prevent sliding when the avatar is supposed to be sitting or mounted on a stationary object.

Also, removed a bunch of old, unused leaning and torso twisting code.
2016-06-03 13:56:32 -07:00
Brad Hefta-Gaub
06cb625d09 Merge pull request #7959 from hyperlogic/tony/improved-avatar-mixer-precision
Improved Avatar Mixer Rotation Precision
2016-05-25 17:14:12 -07:00
Seth Alves
40e862cf9e quiet gcc 5 warnings 2016-05-21 16:53:01 -07:00
Anthony J. Thibault
a251b9e3df Moved translations back into parent relative frame. 2016-05-16 17:48:54 -07:00
Anthony J. Thibault
d86a608825 Properly convert from absolute rig frame to relative geom frame 2016-05-16 17:48:53 -07:00
Anthony J. Thibault
36c175d4cc Ensure that JointData is in the absolute rig coordinate frame. 2016-05-16 17:48:52 -07:00
Anthony J. Thibault
55b0060df9 Convert JointData from relative frame to absolute. 2016-05-16 17:48:52 -07:00
Anthony J. Thibault
80a349c65b Merge branch 'master' into tony/improved-avatar-debug-draw 2016-05-10 14:50:13 -07:00
Zach Pomerantz
09d879e19f Remove delayLoad 2016-05-09 18:09:48 -07:00
Anthony J. Thibault
641e152699 Eye tracking bug fix and debug rendering improvement
* Bug fix for eye tracking in HMD, the "up" orientation of your eyes now match your head.
* DebugDraw: added drawRay method.
* Application: Renamed preRender to postUpdate
* AvatarManager: added postUpdate method that iterates over all avatars.
* MyAvatar: Renamed preRender to preDisplaySide
* MyAvatar: split preRender code into postUpdate and preDisplaySide.
* Removed "Show who is looking at me", "Render focus indicator" and "Render lookat target" debug draw.
* Split "Show Look At Vectors" into "Show My Look At Vectors" and "Show Other Look At Vectors", to make it easier to debug eye tracking.
* "Show Look at Vectors" now draws the right eye red and the left eye blue.
* Removed Avatar and MyAvatar renderBody
* Removed look at rendering from head.
* GLMHelpers: Bugfix for generateBasisVectors when up primary and secondary axis were orthogonal
2016-05-08 16:20:32 -07:00
Brad Hefta-Gaub
49d02b802a Merge pull request #7719 from zzmp/feat/resource-prefetch
Add prefetching to exposed caches
2016-05-02 18:04:26 -07:00
Andrew Meadows
9c0aeb9b81 remove cruft 2016-04-27 16:58:13 -07:00
Zach Pomerantz
bc8a171fde Merge branch 'master' of github.com:highfidelity/hifi into feat/resource-prefetch 2016-04-27 11:55:24 -07:00
Brad Hefta-Gaub
79a1e6264e Merge pull request #7714 from hyperlogic/tony/default-anims-are-local
Avatar animations are now stored locally
2016-04-22 13:44:30 -07:00
Zach Pomerantz
e3131d2098 Rm prefetchAnimation from avatar/rig 2016-04-20 20:14:15 -07:00
Zach Pomerantz
948af75f8a Transfer loaded resources with smart ptrs to avoid shutdown deadlock 2016-04-20 13:00:35 -07:00
Anthony J. Thibault
8e5785cdf8 Avatar animations are now stored locally
Improves FTUE, by no longer going over the network to download default avatar animations.
This also includes support for relative animation urls within the animation.json
2016-04-19 16:11:14 -07:00
Zach Pomerantz
fc61f85bf9 Merge pull request #7698 from hyperlogic/tony/avatar-on-load-complete-callback
Added MyAvatar onLoadComplete Callback
2016-04-19 10:36:20 -07:00
Anthony J. Thibault
1f383680aa Rig: removed unnecessary emitOnLoadComplete method 2016-04-18 13:35:13 -07:00
Omega Hereon [J.L.]
b3b58b8176 Fix instances of error: isnan was not declared in this scope with GCC5.3/Ubuntu 16.04
In all but these 3 files isnan is glm::isnan
2016-04-18 18:45:15 +00:00
Anthony J. Thibault
1682598be7 Added onLoadComplete signal to MyAvatar
This can be used in javaScript to detect when the model has finished loading because the url has changed or the model has been reset.
2016-04-18 11:37:02 -07:00
Joe Large [Omega Heron]
be208ba682 Revert "Correct references to isnan to glm::isnan for compat with Ubuntu 16.04/GCC 5.3"
Moving this to a branch.

This reverts commit b88fc62b97.
2016-04-16 18:24:50 -04:00
Joe Large [Omega Heron]
b88fc62b97 Correct references to isnan to glm::isnan for compat with Ubuntu 16.04/GCC 5.3 2016-04-16 17:46:37 -04:00
Brad Hefta-Gaub
a7b5ea50d7 Merge pull request #7670 from hyperlogic/tony/validate-anim-state-handler-args
Validate arguments to MyAvatar.addAnimationStateHandler()
2016-04-15 14:26:22 -07:00
Anthony J. Thibault
38418d0169 Moved isListOfStrings into shared/ScriptValueUtils
Also fixed some single line ifs.
2016-04-15 13:47:30 -07:00
Howard Stearns
e4f8a67e60 Merge pull request #7649 from hyperlogic/tony/simplify-away-mode
away.js: fix for permanent disabling avatar IK
2016-04-15 13:35:14 -07:00
Brad Hefta-Gaub
21f30f1a10 Merge pull request #7672 from zzmp/fix/name-caches
Name exposed cache objects
2016-04-14 18:02:36 -07:00
Zach Pomerantz
bb02af793c Name exposed cache objects 2016-04-14 17:00:18 -07:00
Anthony J. Thibault
253e4cbb73 validate arguments to MyAvatar.addAnimationStateHandler()
Also validate arguments to MyAvatar.removeAnimationStateHandler() and the return result from the user provided callback function.
2016-04-14 16:25:17 -07:00
Anthony J. Thibault
a1bbb63ec4 Rig: save and restore user animations across resets 2016-04-12 14:51:17 -07:00
Atlante45
05895f628a Revert to using a Resource 2016-04-12 13:51:11 -07:00
Atlante45
5eb4f63573 Use ResourceManager in anim loader 2016-04-12 13:51:11 -07:00
Atlante45
afdfef1482 Make sure we don't use raw resource ptr 2016-04-12 13:51:11 -07:00
Zach Pomerantz
9d3abe5513 Release texs when models are cached 2016-03-31 17:02:40 -07:00
Anthony J. Thibault
80dfed77d7 Fix for flickering eyeballs
Calling glm::axis() on an identity quaternion does not result in a normalized vector.
This vector was used within Rig::updateEyeJoint() to limit the rotation of the eye balls,
to prevent the eyes from rolling back into the avatar's head.

If the avatar was looking straight ahead, this could result in bad quaternions in the eye ball
joint matrices, which in turn would cause the eye ball mesh or any mesh influenced by the eyeball joints
not to render.
2016-03-29 10:01:10 -07:00
Anthony J. Thibault
b4e70d9101 WIP: checkpoint
* bug fix in AABox::operator+=
* added AABox::emiggen
* Avatar now has a default bound for it's skinned mesh.
* WIP: AABox tests;  NEED MORE
* Model: split collision and model mesh render items.
  Because ModelMeshRenderItems need special handling to update bounds for animated joints.
* Model: dynamically update the bound for rigidly bound animated meshes
* Rig: added access to geometryToRigTransform
* RenderableModelEntityItem: try to update bounds for skinned mesh to be the entity dimentions (this doesn't seem to be working)
* Geometry.cpp: removed unused bounds parameter in evalPartBounds
* ModelMeshPartPayload: bounds updating
   * non-animated: use existing _localBound
   * rigid bound mesh: use _localBound transformed by clusterMatrix joint transform
   * fully skinned mesh: use _skinnedMeshBound provided by the application.
2016-03-25 21:29:20 -07:00
Zach Pomerantz
aad40f5de0 Drop network data after processing 2016-03-25 09:58:34 -07:00
Brad Davis
0ac70049c7 Merge pull request #7431 from hyperlogic/tony/vive-rendering-work
OpenVR rendering & Nsight instrumentation improvements
2016-03-24 17:44:30 -07:00
Ozan
003af03b33 Merge pull request #7400 from Menithal/default-use-pre-post
Set UserAnimPreAndPostRotations true by Default
2016-03-24 09:57:03 -07:00
Anthony Thibault
50ac101d56 Avatar and Rig NSIGHT instrumentation 2016-03-22 10:36:32 -07:00
Anthony J. Thibault
df5afffc77 AnimUtil: prevent accumulateTime from looping forever
This might happen with large dts, large timeScales.
2016-03-21 11:58:13 -07:00
Menithal
cdbb7b2ad4 Set UserAnimPreAndPostRotations true by Default
If Blender avatars are animated by Blender animations, they have missing
Pre and Post rotations. This step is no longer necessary to have false,
and also makes sure all animations from Blender Work on all avatars (from
other platforms).

This commit make it default to be enabled:
2016-03-19 12:49:57 +02:00
Andrew Meadows
e81e49b32e prevent crash in SwingTwistConstraint 2016-03-18 15:59:25 -07:00
Brad Hefta-Gaub
447918d148 Merge pull request #7348 from hyperlogic/tony/cppcheck-fixes
Avatar & Animation cppcheck static analysis fixes
2016-03-14 18:58:25 -07:00
Anthony J. Thibault
16a57bda81 SwingTwistConstriant: fix for bad index. 2016-03-14 17:30:53 -07:00
Anthony Thibault
9f30556084 libraries/animation: cppcheck fixes
* Fix for potential bug in AnimLoop due to _maxFrameIndexHint being uninitialized.
* made more single argument constructors explicit.
2016-03-13 17:17:34 -07:00
Anthony Thibault
11fcf00b2a AnimSkeleton.h: made single argument ctors explicit 2016-03-13 16:55:34 -07:00
Anthony Thibault
02b2281def AnimVarient.h: cppcheck fixes
* make all constructors explicit.
* remove static string comparison in assert.
2016-03-13 16:51:57 -07:00
Andrew Meadows
48efbba335 use dynamic constraints for IK 2016-03-11 14:47:48 -08:00
Andrew Meadows
c9f988d340 dynamic adjustment for twist 2016-03-11 14:47:47 -08:00
Andrew Meadows
4b75144797 remove debug cruft 2016-03-11 14:47:47 -08:00
Andrew Meadows
749dcf2c1d dynamic adjustment for swing 2016-03-11 14:47:47 -08:00
Andrew Meadows
6ebb94b1f4 minor API cleanup of SwingLimitFunction API 2016-03-11 14:47:47 -08:00
Andrew Meadows
df9ccf76ab fix animation-tests 2016-03-11 14:47:47 -08:00
Anthony J. Thibault
9351d5edca Rig: warning fix & comments 2016-03-10 12:55:01 -08:00
Anthony J. Thibault
4a78300607 MyAvatar: Allow user to raise hands directly overhead.
Previously we were using a infinitely tall vertical cylinder
to push hand IK targets out of the body, this had the
side-effect of preventing the hands from being raised over
the head.  Now, we collide against the same 3d capsule
used by the physics system for avatar collisions.
2016-03-10 10:20:17 -08:00
Zach Pomerantz
54af58834a Mark Resource loaded after postprocessing 2016-03-09 10:34:07 -08:00
Chris Collins
7850ca3576 Merge pull request #7227 from hyperlogic/tony/eye-look-at-fixes
Avatar eye look at fixes for HMD and desktop
2016-03-07 11:50:16 -08:00
Andrew Meadows
c06d76f7f0 remove twist constraints on hands
also tighten swing limit on shoulder
2016-03-04 10:56:29 -08:00
Anthony J. Thibault
3cde972174 Rig: issue warnings for missing joints
Also, Removed Rig::computeEyesInRigFrame, it was causing warnings because it was looking up
Eye and Head joints for all models, not just avatars.
2016-03-01 11:07:22 -08:00
Anthony J. Thibault
460582239a Avatar eye look at fixes for HMDs
There were three things that were causing issues with eye look at vectors while wearing an HMD.

1) The matrix returned by AvatarUpdate->getHeadPose() was in the wrong space, it should be in avatar space.
   it was actually returning a matrix in sensor/room space.
2) The lookAtPosition was incorrect while wearing an HMD and with no avatars to look at.
3) The eye rotation limits in Rig::updateEyeJoint were relative to the model's zero orientation, NOT relative to the head.
   this was causing the eyes to hit limits when the avatar head turned.
2016-02-29 18:02:50 -08:00
Anthony J. Thibault
613b60658e Rig: prevent normalization of a zero vector 2016-02-18 10:24:36 -08:00
Anthony J. Thibault
73ac47724a Rig: Prevent the hand IK targets from entering the body.
Use a 2d circle/circle intersection test to keep the hands outside of the body.
2016-02-17 16:23:18 -08:00
Anthony J. Thibault
3426173d1d AnimInverseKinematics: open up shoulder swing constraint. 2016-02-17 11:44:11 -08:00
Anthony J. Thibault
2d1304e070 AnimInverseKinematics: use glm::clamp for clarity. 2016-02-16 18:00:45 -08:00
Anthony J. Thibault
b5a72225db AnimInverseKinematics: renamed variable for extra style points 2016-02-16 17:42:51 -08:00
Anthony J. Thibault
df21fffa4a AnimInverseKinematics: fix for extra twist in lowerSpine joints.
* When computing tipPosition, for the next iteration of the CCD,
  use the leverArm before it's projected onto the lowerSpine twist axis.
* fix for acos() that was going outside of valid domain. (-1.0, 1.0)
2016-02-16 17:31:39 -08:00
Andrew Meadows
d6a716a1aa only head and torso for bounding capsule radius 2016-02-15 10:29:29 -08:00
Seth Alves
af6bb50f74 fix warning 2016-02-10 12:09:28 -08:00
Seth Alves
6fea0b9396 also make sure tau is >= 1.0 2016-02-10 11:20:56 -08:00
Seth Alves
b3b053ce18 if delta-time is more than 1/30th of a second, clamp it to avoid crazy ik induced orbits when main thread is blocked 2016-02-10 09:52:29 -08:00
Seth Alves
43592fd699 Merge pull request #7048 from hyperlogic/tony/avatar-on-moving-platform
Better avatar animation when attached to a moving entity
2016-02-09 14:30:02 -08:00
Brad Davis
7d99f9e72f PR comments 2016-02-09 10:16:44 -08:00
Brad Davis
421160eeb6 Make the file parsing threads run at lower priority 2016-02-08 23:55:02 -08:00
Anthony J. Thibault
2667fe3c24 Merge branch 'master' into tony/avatar-on-moving-platform 2016-02-08 14:32:46 -08:00
Anthony J. Thibault
20a38f613e Rig: remove position delta based velocity.
In general, the physics body velocity is MUCH more behaved now.
2016-02-08 14:30:28 -08:00
Philip Rosedale
63afa8c1ed Merge pull request #7040 from hyperlogic/tony/landing-animation
MyAvatar: added standing and run landing animations
2016-02-08 11:38:12 -08:00
Brad Hefta-Gaub
eebf6f8883 Merge pull request #7021 from hyperlogic/tony/animation-mirror-support
AnimClip: Animation mirror support
2016-02-05 19:25:01 -08:00
Anthony J. Thibault
d24a024726 MyAvatar: added standing and run landing animations 2016-02-05 17:53:50 -08:00
Anthony J. Thibault
bfeace78f7 AnimInverseKinematics: warning fixes 2016-02-04 18:51:48 -08:00
Anthony J. Thibault
51189cfc50 AnimInverseKinematics: opened up UpLeg and Leg constraints
This improves the quality of the jump animations, while IK is enabled.
2016-02-04 17:56:41 -08:00
Anthony J. Thibault
8ca8550f26 MyAvatar: Standing Takeoff and In-Air Animations
Now there are two sets of of jump takeoff and in-air animations.
* Run - Used when the character jumps or falls with a small forward velocity.
* Standing - Used when the character jumps or falls in-place or backward.

CharacterController
* increased takeoff duration to 250 ms
* increased takeoff to fly duration to 1100 ms
* added standing jump and in-air animations
* added 250 milisecond delay between ground and hover, to prevent going into hover when walking over cracks.
* take-off to in-air transitions now use the new snapshotPrev interp type for a smoother tweening.
2016-02-04 17:56:07 -08:00
Anthony J. Thibault
a8e092272c AnimStateMachine: added new State parameter interpType
interpType defines how the interpolation between two states is performed.

   * SnapshotBoth: Stores two snapshots, the previous animation before interpolation begins and the target state at the
     interTarget frame.  Then during the interpolation period the two snapshots are interpolated to produce smooth motion between them.
   * SnapshotPrev: Stores a snapshot of the previous animation before interpolation begins.  However the target state is
     evaluated dynamically.  During the interpolation period the previous snapshot is interpolated with the target pose
     to produce smooth motion between them.  This mode is useful for interping into a blended animation where the actual
     blend factor is not known at the start of the interp or is might change dramatically during the interp.
2016-02-04 10:32:58 -08:00
Andrew Meadows
861082964e Merge pull request #7017 from hyperlogic/tony/fly
MyAvatar: Improved Jump / InAir / Fly behavior
2016-02-03 12:22:30 -08:00
Stephen Birarda
93530fca72 fix the last of the current override warnings for OS X 2016-02-03 11:08:41 -08:00
Anthony J. Thibault
03d5bc885b AnimClip: added mirrorFlag anim var 2016-02-02 17:10:15 -08:00
Anthony J. Thibault
e6abc026c8 AnimClip: mirror animation support 2016-02-02 17:02:29 -08:00
Anthony J. Thibault
656608e2ff Fixes for away.js 2016-02-02 12:08:52 -08:00
Anthony J. Thibault
47f3ce3786 CharacterController jump is more reliable. 2016-02-02 11:26:16 -08:00
Anthony J. Thibault
2936811484 Added takeoff animation, WIP
Character controller still has some jump/in-air bugs.
2016-02-02 11:26:15 -08:00
Anthony J. Thibault
61c55ebf6c Updated character controller with a state enumeration
Also, adjusted checkForSupport logic such that very slanted walls are not considered support.
2016-02-02 11:26:15 -08:00
Anthony J. Thibault
e9fd439ffd Added inAir animations 2016-02-02 11:23:46 -08:00
Andrew Meadows
71664dffae change string comparisons to be CaseSensitive 2016-02-01 09:50:01 -08:00
Andrew Meadows
de54a0ac4b remove cruft 2016-01-29 14:51:24 -08:00
Andrew Meadows
14ec1b6295 reduce hand IK coupling to hip position 2016-01-29 14:28:56 -08:00
Andrew Meadows
a98459dfa8 minor IK optimization: changed accumulators only 2016-01-29 14:28:56 -08:00
Andrew Meadows
449d566d2a properly track lowestMovedIndex 2016-01-29 14:28:56 -08:00
Andrew Meadows
48f6a9c05f fix IK looping error after minor refactor 2016-01-29 14:28:56 -08:00
Andrew Meadows
7b3f688a17 pull CCD IK solution pass into protected method 2016-01-29 14:28:56 -08:00
Andrew Meadows
1b45f5cc0c tweaks to neck and spine constraints 2016-01-27 14:45:09 -08:00
Andrew Meadows
f67a20ee68 apply _hipsOffset in hips local-frame 2016-01-27 14:45:08 -08:00
Andrew Meadows
00715f1906 apply "hips offset" to root of state graph
(Somemtimes the hips are not the root.
I'm looking at YOU blender!)
2016-01-27 14:45:06 -08:00
Anthony Thibault
3cdd88e06c Merge pull request #6951 from ZappoMan/fixAnimationRestart
fix for animations stopping after domain restart
2016-01-27 14:31:27 -08:00
Howard Stearns
0d257b82fa Merge pull request #6934 from hyperlogic/tony/anim-pre-post-rot-support
Avatar Developer Menu: added animation debug options
2016-01-27 10:39:25 -08:00
Brad Hefta-Gaub
f178fc789c fix for animations stopping after domain restart 2016-01-26 18:44:34 -08:00
Anthony J. Thibault
33993b8c44 AnimClip: removed unused static member. 2016-01-26 13:34:21 -08:00
Anthony J. Thibault
69d833a6c0 AnimClip: consistent application of translations
Apply animation translation the same way regardless of state of usePreAndPostPoseFromAnimation.
2016-01-26 10:53:21 -08:00
U-GAPOS\andrew
2728290ffb fix bug in IK and tune head/neck constraints 2016-01-26 09:37:33 -08:00
Anthony J. Thibault
3b062b7a31 AnimClip: special case the translation on the eyes 2016-01-25 18:52:14 -08:00
Anthony J. Thibault
3cee3cbb5a Avatar Developer Menu: added animation debug options
This options are for for developers only and might help debug animation related issues.

* Enable Inverse Kinematics: this can be toggled to disable IK for the avatar.
* Enable Anim Pre and Post Rotations: this option can be used to use FBX pre-rotations from source avatar animations, instead of the current default, which is to use them from the source model.
  This only effects FBX files loaded by the animation system, it does not affect changing model orientations via JavaScript.
2016-01-25 18:52:13 -08:00
Anthony J. Thibault
1bdeeeceeb AnimSkeleton: Added getPre and Post rotation accessors 2016-01-25 18:52:12 -08:00
Anthony J. Thibault
7af20e90c8 Hooked up fly animation to json and Rig 2016-01-22 13:47:09 -08:00
Anthony J. Thibault
cac19b8579 grab animation work
Hand animations now have 5 states:

* idle
* open
* grasp
* point
* farGrasp

The handControllerGrab.js script now chooses one of these five animations, based on the state of the HandController object.

Also, removed hand trigger AnimVar setting from C++ Rig class.
2016-01-07 19:36:57 -08:00
Anthony J. Thibault
3e6ff0eb68 Moved hand animation control into grab script. 2016-01-05 19:56:56 -08:00
Brad Hefta-Gaub
02835fc960 Merge pull request #6702 from hyperlogic/tony/soft-attachments
Soft Attachment Support
2016-01-03 08:46:16 -10:00
Brad Davis
76eba89f7d Merge pull request #6745 from hyperlogic/tony/neuron-plugin
Support for Perception Neuron
2015-12-30 11:39:32 -05:00
Andrew Meadows
ec27c75332 Merge pull request #6660 from hyperlogic/tony/anim-expressions
AnimExpression: boolean expression parser and evaluator
2015-12-30 08:36:44 -08:00
Anthony J. Thibault
c2dd00375d Merge branch 'master' into tony/soft-attachments 2015-12-29 13:21:37 -08:00
Anthony J. Thibault
6afe3bae5e Copy Neuron joints into controller poses
This makes the accessible for controller mapping and to JavaScript.

Added 'neuronAvatar.js' as an example of reading joints from the neuron and setting them
on the avatar.  NOTE: the rotations are currently in the wrong coordinate frame.
2015-12-22 17:21:33 -08:00
Andrew Meadows
aa3d1c6e4c Merge pull request #6680 from hyperlogic/tony/windmill-anim-fix
ModelEntityItem: Fix for incorrect animations with preTranslations
2015-12-18 14:16:35 -08:00
Anthony J. Thibault
6b5b272cd7 Added SoftAttachmentModel class.
Is a subclass of Model, it overrides the updateClusterMatrices so it will pull
the actual joint matrices from a different rig override.

For the avatar soft attachment system, this override will be the Avatar::_skeletonModel rig.
This will give us the ability for an avatar to "wear" non-rigid attachments, such as clothing.
2015-12-18 09:52:11 -08:00
Anthony J. Thibault
3b1ba67a88 ModelEntityItem: Fix for incorrect animations with preTranslations
ModelEntities that were playing animations on models with local pivot offsets were not working correctly.
Specifically, the windmill animation in the demo domain.

We now compose a matrix containing all of the FBX's preTranslation, preRotation and postTranformations.
2015-12-16 17:08:22 -08:00
Anthony J. Thibault
30480f126b Improved idle to walk forward transition
Hooked up a transition animation from idle to walk in the animation json.
Also fixed a bug in the AnimBlendLinearMove which was preventing the interpolation
into idle from being correct.
2015-12-15 17:26:17 -08:00
Anthony J. Thibault
ab85e2967a AnimExpression: support for unary not. 2015-12-15 13:18:30 -08:00
Anthony J. Thibault
22756d168b Changed grammar to support boolean and and or. 2015-12-15 10:35:35 -08:00
Anthony J. Thibault
2b0ed55077 Merge branch 'master' into tony/anim-expressions 2015-12-15 10:35:19 -08:00
Anthony J. Thibault
3f0cdb3c02 Merge branch 'master' into tony/js-avatar-default-pose 2015-12-14 11:19:24 -08:00
Atlante45
d3224bfde3 More warning fixes 2015-12-11 16:03:44 -08:00
Atlante45
da63357254 More warning fixes 2015-12-11 15:42:15 -08:00
Atlante45
ce51350b65 Fix warnings on windows 64bit 2015-12-11 15:42:15 -08:00
Howard Stearns
dfec222c81 Report animation triggers to normal javascript animationStateHandlers, and update away.js as an example. 2015-12-10 20:39:01 -08:00
Anthony J. Thibault
652ce5501f Expose Avatar default pose to JavaScript
New JavaScript API to get the avatar's default pose.

   MyAvatar.getDefaultJointRotation(index);
   MyAvatar.getDefaultJointTranslation(index);

See `examples/tPose.js` for example usage
2015-12-10 13:57:31 -08:00
Seth Alves
f99812a903 adjust method names to fit convention 2015-12-07 14:31:08 -08:00
Anthony J. Thibault
fd4ed29405 MyAvatar.clearJointData bug fix
MyAvatar.setJointRotation() now works properly after MyAvatar.clearJointData()
2015-12-07 09:03:40 -08:00
Seth Alves
a948ae5f19 children of avatar joints might be right, now 2015-12-06 10:48:00 -08:00
Anthony J. Thibault
7abfc93ff9 Avatar::getJointRotation and getJointTranslation is thread-safe
It can be called from script with minimal blocking,
because it inspects a copy of the joint values from the Rig, which is updated atomically.
This copy occurs in Rig::updateAnimations()
2015-12-04 16:16:17 -08:00