Commit graph

214 commits

Author SHA1 Message Date
David Rowe
aa9511c263 Position Rift camera at avatar model's mid-eye location 2014-09-25 22:49:12 -07:00
Andrzej Kapolka
e0a56b4a95 Rejiggered the blender handling: allow up to N blenders active at once so
that with small numbers of avatars, the blenders can stack for lower latency.
2014-09-17 17:57:08 -07:00
AndrewMeadows
42a84b7ff1 Merge pull request #3429 from ctrlaltdavid/20021
Code Review for Job #20021
2014-09-17 09:19:29 -07:00
Andrzej Kapolka
fbd1efad81 Allow specifying material opacity. 2014-09-16 17:52:39 -07:00
David Rowe
a594136a9a Fix up hand roll, pitch, and yaw as best able for now 2014-09-15 20:12:13 -07:00
David Rowe
3ddd5854cd Position avatar hands with Leap Motion with no roll, pitch or yaw 2014-09-14 15:03:22 -07:00
Andrzej Kapolka
97813a2f72 Make sure we note that the blender finished even if the geometry changed. 2014-09-12 15:34:49 -07:00
Andrzej Kapolka
72a6254fa1 Only allow one "blender" to run at a time for each model. 2014-09-12 15:24:38 -07:00
ZappoMan
f00947ada7 handle registration point in rendering of box, sphere, and model entities 2014-09-11 08:33:41 -07:00
ZappoMan
b78b8ccbb0 first cut at replacing radius with dimensions 2014-09-09 13:33:05 -07:00
Atlante45
b13604f968 JS API for recording 2014-08-19 16:43:26 -07:00
Atlante45
1d30b52ec2 Merge branch 'master' of https://github.com/highfidelity/hifi into record_feature 2014-08-18 14:23:40 -07:00
Atlante45
52640c8482 Various tweaks and code cleanup 2014-08-18 14:23:29 -07:00
Andrew Meadows
46c91052c9 split SkeletonModel and Ragdoll classes apart 2014-08-14 14:29:03 -07:00
Andrew Meadows
87350ad2d0 ragdoll simulation now in model-relative frame
(same rotation as world-frame, but translated to MyAvatar origin)
2014-08-07 11:45:06 -07:00
Andrew Meadows
2aaa628a67 send visible joint state when colliding as ragdoll 2014-07-24 08:42:34 -07:00
Andrzej Kapolka
4f87524821 Switched back to using uniforms for light parameters, as using the fixed
function state killed my frame rate.  Also cleaned up some of the location
tracking.
2014-07-22 18:03:13 -07:00
Andrzej Kapolka
be028c2b01 Fixes for local lights. 2014-07-22 14:13:51 -07:00
Andrew Meadows
00544aa975 add JointState::_positionInParentFrame 2014-07-14 15:18:34 -07:00
Andrew Meadows
b012c0a008 update visible transforms right before render 2014-07-10 16:19:27 -07:00
TonyPeng
ef4b95c6e0 Merged from master. Get rid of redundant GL fog states. Moved local light parameters to shader uniform arrays. 2014-07-09 13:27:42 -07:00
TonyPeng
56eadcb0dc Get rid of redundant GL calls for fog. Enable and disable fog during rendering stage of voxels. Moved the local light parameters to shader uniform arrays. 2014-07-09 12:05:34 -07:00
ZappoMan
8755e2d42e CR feedback 2014-07-03 13:38:52 -07:00
ZappoMan
a53d007c33 add support for getting current animation details for running avatar animations 2014-07-03 11:59:18 -07:00
Andrew Meadows
49d54dd6f0 Add Model::inverseKinematics() for stable hand IK
(removed constraint enforcement which was causing problems,
will add that back later)
2014-07-02 09:33:51 -07:00
Andrew Meadows
c12c869cdf add "visible" transforms to JointState
also stubbery for using them in Model and SkeletonModel
2014-06-25 18:06:56 -07:00
Andrew Meadows
a8c2003fe6 namechange SimulationEngine --> PhysicsSimulation 2014-06-19 08:34:12 -07:00
Andrew Meadows
ecbf5043d7 code out of Model into base and derived classes
PhysicalEntity (base class) gets some shape management stuff
SkeletonModel (derived class) gets some boundary shape and
joint-shape stuff
2014-06-17 16:22:18 -07:00
Andrew Meadows
118717d96a Shapes moved from Model into PhysicalEntity 2014-06-16 14:51:58 -07:00
Andrew Meadows
7530f8ec1e add way to enable Model for collisions 2014-06-15 17:57:42 -07:00
Andrew Meadows
718b98f70a Only build shapes for models that need them 2014-06-12 18:15:44 -07:00
Andrew Meadows
5be470bcbc add PhysicalEntity class
Model and RagDoll derive from PhysicalEntity
Shape gets back pointer to its Entity (shape sharing not possible)
CollisionInfo gets backpointers the shapes involved
2014-06-12 13:13:00 -07:00
Andrew Meadows
3c51ce76fc Add simulationID to Model Shape and CollisionInfo 2014-06-10 15:24:17 -07:00
Andrew Meadows
b70020595c clearShapes(), rebuildShapes() need not be virtual 2014-06-09 09:55:15 -07:00
Andrew Meadows
8e536ebd9a Use NULL Shape* for non-colliding joints in Models 2014-06-09 09:35:27 -07:00
Andrew Meadows
0addf3bae4 cleaup: remove some unused collision code
remove CollisionInfo::_type
remove unused Avatar collision response stuff
comment out some code that works but will probably be replaced
2014-06-06 14:36:05 -07:00
Andrew Meadows
551029c2f5 slave SkeletonModel's collision shapes to RagDoll 2014-06-06 08:51:22 -07:00
Andrew Meadows
1b2cd2e144 adding RagDoll scaffold 2014-06-05 11:07:35 -07:00
Andrew Meadows
7807388b08 merge upstream/master into andrew/inertia
Conflicts:
	interface/src/renderer/Model.cpp
2014-06-04 14:28:23 -07:00
Andrew Meadows
f19b562e88 add JointState::setRotation(rotModelFrame) 2014-06-04 14:17:39 -07:00
Andrew Meadows
212ac13802 setRotation -> setJointRotationFromBindFrame 2014-06-04 14:10:28 -07:00
Andrew Meadows
ccfd620c84 setJointPositionInModelFrame -> setJointPosition 2014-06-04 13:56:37 -07:00
Andrew Meadows
3af4b1b333 getJointPositionInModelFrame -> getJointPosition 2014-06-04 13:51:43 -07:00
Andrew Meadows
971268d4f2 setRotationInModelFrame -> setRotation 2014-06-04 13:46:08 -07:00
Andrew Meadows
b3cabb8156 applyRotationDeltaInModelFrame -> applyRotationDelta 2014-06-04 13:43:15 -07:00
Andrew Meadows
d8f5e10947 getPositionInModelFrame -> getPosition 2014-06-04 13:36:54 -07:00
Andrew Meadows
4a3fbfcdee getRotationInModelFrame -> getRotation 2014-06-04 13:34:58 -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
b1b7f6bdc4 remove last world-frame transfoms from JointState 2014-06-04 12:03:01 -07:00