This was due to a default constructed PayloadPointer being sent to the scene via resetItem.
The fix is to A) not do that anymore, B) make resetItem more robust and not crash if this happens.
* Prevent clusterMatrices from being invalidated and re-computed in each updateItem lambda.
We do this by not setting _model->_needsUpdateClusterMatrices = true;
* Prevent redundant work if Model::enqueueLocationChange is called multiple times per frame.
We do this by introducing a preRenderLambdas map in the Application class.
Instead of adding work directly to the scene PendingChanges queue Model::enqueueLocationChange
adds a lambda to the Application preRenderLambdas map. The Application ensures that only one lambda will
be invoked for each model per frame.
* Use all cluster matrices to compute bound for skinned mesh.
This is far less expensive then doing per-vertex work, but it's not free, for avatars especially.
* Remove skinnedMeshBound, compute it instead.
* Compute clusterMatrices in render update, because we need them to update bounds.
* 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.
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.
New JavaScript API to get the avatar's default pose.
MyAvatar.getDefaultJointRotation(index);
MyAvatar.getDefaultJointTranslation(index);
See `examples/tPose.js` for example usage
Logic which extracted rotations from a non-uniformly scaled matrices was sometimes incorrect.
This should fix the roads in Qbit as well as the blocks in toybox.
* No longer normalizing scale in AnimSkeleton and AnimClip
This means graph is animating in 'geometry' coordinates
before unit scale is even applied. This is necessary to
properly work with both Avatar based models and ModelEntity
based models
Many things are broken.
* debug rendering (translations are x100)
* IK hand targets
* follow cam
* I did not even dare to try HMD mode
When models are MUCH bigger one one axis than the others
and we modify the scale only of one of those small axis,
it wouldn't propagate because the change was relatively
too small conpared to the size of the model
Except for SkeletalModel::computeBounds() JointStates are now completly
encapsulated by the Rig. Now we can start using AnimPoses instead and
in parallel with the JointState implementation. Then we can assert that
they are identical, before removing JointStates.
This check in has many comments with the AJT tag.
Each one of these cases will need to be revisitied and fixed.
In particular // AJT: LEGACY will be used to enclose all code
in the Rig which manipulates the _jointState QVector.
* Deleted AnimationHandle class
* Removed enableAnimGraph and anableRigAnimations from Menu.
* Removed *some* references to old IK system.
But it is still used when computing collision bounding volumes