Anthony J. Thibault
d08f94a74d
Code review feedback
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* 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()
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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
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* 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
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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
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(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
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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
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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
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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
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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
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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
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* 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
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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.
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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
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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.
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* 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
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* 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
2dcca2125b
Merge branch 'master' into feature/pole-vector
2017-06-21 15:50:03 -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
Brad Davis
ed6620fc51
Merge pull request #10718 from jherico/frame_thread
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Cleanup and refactoring
2017-06-19 13:31:44 -07:00
Anthony J. Thibault
3f5aba2655
improved elbow pole vector calculation
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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
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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
Brad Davis
a69cf31f4b
PR feedback and cmake fixes
2017-06-16 16:59:58 -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.
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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
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Spline IK target support
2017-06-08 18:09:55 -07:00
Anthony J. Thibault
8334dff610
compute rotation from derivative of spline
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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
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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
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* 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