It can be called from script with minimal blocking,
because it inspects a copy of the joint values from the Rig, which is updated atomically.
This copy occurs in Rig::updateAnimations()
This Y_180 flip is defined in skeletonModel not in the rig.
This is important if we wish to use the Rig for both Avatars (180 flip) and Entity models (no 180 flip).
We can hide this 180 flip from script, if we wish, by including it in all the accessors to and from
MyAvatar -> skeletalModel -> Rig.
Added Quaternions::Y_180 to GLMHelpers.
This makes it much simpler for code out side of the rig to manipulate AnimVars
* Removed mat4 type from AnimVars
* AnimVariantMap now has a _rigToGeometryTransform matrix
used to transform positions and rotations into the correct coordinate frame.
* Moved AnimPose code to extract a quat from a scaled matrix into GLMHelpers
* Moved JointData into shared library
* added methods to the rig to copy into and out of JointData
* JointData translations must be in meters this is so the
fixed point compression wont overflow, also, it's a
consistent wire format.
* 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
Changed default eye position to 1.9 meters because
the hifi_team avatars are 2.0 meters tall.
Also, prevent array access with negative indices when eye bones are missing.
ಠ_ಠ
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