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
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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
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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
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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
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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
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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
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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
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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
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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
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* 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.
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* 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
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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
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Improved Avatar Mixer Rotation Precision
2016-05-25 17:14:12 -07:00
Anthony J. Thibault
a1c32f8c44
Merge branch 'master' into tony/improved-avatar-mixer-precision
2016-05-23 10:24:52 -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
Atlante45
0878d87ac7
remove some unnecessary dependencies
2016-05-14 14:50:02 -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
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* 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
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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
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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
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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
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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
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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
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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"
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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
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Validate arguments to MyAvatar.addAnimationStateHandler()
2016-04-15 14:26:22 -07:00
Anthony J. Thibault
38418d0169
Moved isListOfStrings into shared/ScriptValueUtils
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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
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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
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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()
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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
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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
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* 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
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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
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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
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This might happen with large dts, large timeScales.
2016-03-21 11:58:13 -07:00
Menithal
cdbb7b2ad4
Set UserAnimPreAndPostRotations true by Default
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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
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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
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* 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
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* 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.
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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
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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
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also tighten swing limit on shoulder
2016-03-04 10:56:29 -08:00
Anthony J. Thibault
3cde972174
Rig: issue warnings for missing joints
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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
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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.
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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.
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* 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