Commit graph

612 commits

Author SHA1 Message Date
Seth Alves
33c586de60
Merge pull request #12188 from hyperlogic/feature/small-anim-refactor
Remove dangerous "Use Anim Pre and Post Rotations" menu item
2018-01-17 13:41:51 -08:00
Seth Alves
69a33428c0
Merge pull request #12078 from druiz17/soft-entities
Soft Entities
2018-01-17 08:02:37 -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
humbletim
b91d536dd0 rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
Dante Ruiz
645f608814 fixing merge conflict 2018-01-15 10:45:51 -08:00
Dante Ruiz
c76fdd1f5f adding scale 2018-01-15 10:43:26 -08:00
Dante Ruiz
283b9a8003 fix softEntity edge cases 2018-01-12 15:31:54 -08:00
Anthony J. Thibault
088f227df2 Pass model offset from avatar skeletonModel to attached entity 2018-01-12 10:26:02 -08:00
Anthony J. Thibault
7753b8a0b5 Merge branch 'master' into feature/dual-quat 2018-01-11 17:31:29 -08:00
Dante Ruiz
96a97b5938 added model transform override 2018-01-11 16:41:45 -08:00
Olivier Prat
db9e5fdae8 Merged from master but rendering seems broken 2018-01-09 11:05:34 +01:00
Anthony J. Thibault
59b843781e Merge branch 'master' into feature/dual-quat 2018-01-08 13:18:42 -08:00
Olivier Prat
b296b96e5e Merged with master 2018-01-06 10:01:00 +01:00
Anthony J. Thibault
51ab38f484 warning fix 2018-01-04 17:32:22 -08:00
David Back
6b9658f8cf merge 2018-01-04 16:41:58 -08:00
Anthony J. Thibault
b8c88fca3b Dual Quaternion skinning optimization
Reduce expensive conversion from quat -> matrix -> quat, by keeping
the inverseBindPose in a Transform instance instead of a mat4.
2018-01-04 16:17:23 -08:00
Anthony J. Thibault
aacf2d489f removed comments 2018-01-04 16:17:21 -08:00
Anthony J. Thibault
bcd813ac62 Optimizations and cleanup 2018-01-04 16:15:44 -08:00
Anthony J. Thibault
e86fd4f992 Removed SKIN_COMP define, re-enabled cauterization 2018-01-04 16:15:42 -08:00
Anthony J. Thibault
8bdddf7211 Full Dual Quaternion support 2018-01-04 16:15:38 -08:00
Anthony J. Thibault
18113d824c Created Model::TransformComponents class 2018-01-04 16:13:44 -08:00
Anthony J. Thibault
23affb570b WIP checkpoint, root transforms for shapes and non-animated fbx files are working. 2018-01-04 16:09:06 -08:00
Anthony J. Thibault
565875e823 WIP first attempt at dual quat skinning 2018-01-04 16:09:02 -08:00
Sam Gondelman
2898fa557e
typo 2017-12-23 00:53:11 -08:00
David Back
01fcd453b8 Merge branch 'master' of https://github.com/highfidelity/hifi into polyobjimportfixes 2017-12-22 16:41:17 -08:00
SamGondelman
c38ef77b26 fix model overlays visibility change 2017-12-22 15:04:06 -08:00
David Back
f800a6d6fc scale change 2017-12-21 17:00:27 -08:00
David Back
fd297f1c03 convert negative relative indices to absolute indices 2017-12-21 10:36:41 -08:00
SamGondelman
2ba3e337db cleanup 2017-12-20 14:18:01 -08:00
SamGondelman
bd06dc6443 cleaning up modelmeshpartpayload 2017-12-20 11:00:14 -08:00
Olivier Prat
116756c976 Parallel optimizations of setBlendedVertices 2017-12-18 11:22:43 +01:00
Olivier Prat
264f41472d Added tangents to blendshape for possible break of bump mapping when doing blend shape animations 2017-12-15 12:06:07 +01:00
Olivier Prat
f38e473218 Working packing of normals and tangents in GL_INT_10_10_10_2_REV format. Need to check this with all available 3D data input formats 2017-12-14 17:57:34 +01:00
Anthony J. Thibault
542af47e9e Fix for hand controller avatar scaling.
* Added getDomainMaxScale() and getDomainMinScale() to JS api.
* Updated scaleAvatar controller module to use this to prevent scaling past the limits.
* Made sure that getDomainMaxScale() getDomainMinScale() and getUnscaledEyeHeight are thread safe,
  so that they can be invoked on the script thread.
* Added signals to Model class that can be used to let observers know when the Rig has finished initializing it's skeleton.
  and also when the skeleton is no longer valid.  These hooks are used to cache the unscaled eye height of the avatar.
2017-12-07 17:08:13 -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
samcake
053052a95d removing warnings 2017-11-03 13:28:20 -07:00
Sam Gateau
390f5b53ca cleaning more code 2017-11-02 23:55:44 -07:00
Sam Gateau
c11f46a8d3 cleaning more code 2017-11-02 23:35:18 -07:00
Sam Gateau
421aacd8eb Yes 2017-11-02 22:45:19 -07:00
Sam Gateau
f097d66721 YEp it s working 2017-11-02 19:49:01 -07:00
samcake
d33c75865e Removing unecessary test 2017-11-02 18:11:13 -07:00
samcake
83bfa1c5f2 Progressing on the cluster updates 2017-11-02 17:57:46 -07:00
Sam Gateau
56510abd1e Trying to set the ClusterBuffer in the render loop instead of the game loop 2017-11-02 03:45:27 -07:00
Andrew Meadows
27f4d182d9 fix scale of rendered collision geometry 2017-10-24 13:23:46 -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
Andrew Meadows
fb1c075a12 fix animating entities 2017-10-16 15:55:25 -07:00
Sam Gateau
f143c28625 Merge pull request #11542 from SamGondelman/bubbleBoy
Move HUD and HUD overlay rendering out of display plugin
2017-10-10 14:26:20 -07:00
Bradley Austin Davis
c92588685b Merge pull request #11533 from SamGondelman/modelMaster
Fix model loading for real this time
2017-10-08 10:23:13 -07:00