Commit graph

159 commits

Author SHA1 Message Date
David Rowe
4d11d1d515 Convert all "/**jsdoc" occurrences to "/*@jsdoc" 2021-05-12 10:54:45 +12:00
David Rowe
2d6d3eb4fe Doc review 2019-06-28 17:05:36 +12:00
David Rowe
72fdbc0aa8 Entity information and manipulation 2019-06-19 10:18:48 +12:00
Anthony Thibault
39b4eaac34 Revert "AnimPose operator* optimizations"
This reverts commit 569bef50fd.
2019-02-14 16:13:00 -08:00
Anthony Thibault
569bef50fd AnimPose operator* optimizations 2019-02-05 14:48:05 -08:00
Andrew Meadows
160bef8f23 cleanup and minor optimizations 2019-01-23 23:18:52 -08:00
Seth Alves
78aff6e95c grab js api; send grab information through trait system 2019-01-03 08:17:52 -08:00
luiscuenca
ad09007bd8 Fix flickering holded entity, renames and refactors 2018-10-13 16:32:51 -07:00
luiscuenca
012cd207b3 No data sent during basic transit 2018-09-24 11:39:10 -07:00
SamGondelman
8f411ad6c8 CR 2018-06-20 16:13:10 -07:00
David Rowe
eeb7f5ca8d Doc review 2018-03-07 17:29:39 +13:00
David Rowe
1fb02d15d7 Entities actions JSDoc 2018-02-27 14:12:20 +13:00
Seth Alves
3e913cfcfe AvatarActionHold has positional and rotational targets 2018-02-07 10:45:13 -08:00
ZappoMan
f63db42c0e migrate SpatiallyNestable::getOrientation to getWorldOrientation, remove redundant getRotation 2017-10-28 10:14:25 -07:00
ZappoMan
a7a0f03ede rename SpatiallyNestable::getPosition() to SpatiallyNestable::getWorldPosition() 2017-10-27 18:39:17 -07:00
Anthony J. Thibault
a1b94fd9d2 Bug fixes for laser offset and avatar hold action 2017-08-31 17:26:00 -07:00
Anthony J. Thibault
fe711ccbe9 Refactored how controller poses are stored in MyAvatar. 2017-07-13 15:01:14 -07:00
Seth Alves
de589a32f3 clone spring action into one called tractor and use tractor is most places. this frees us to fix the math in spring so that it's actually a spring 2017-05-08 16:36:51 -07:00
Seth Alves
7ce0ef2ec4 fix spring action so that it can be linear or rotational or both 2017-04-30 10:04:07 -07:00
Seth Alves
cc77fce95f hinge is sort-of working 2017-04-12 07:12:05 -07:00
Seth Alves
74c0a70cb0 rename base action classes to dynamics, start on constraints 2017-04-11 20:39:13 -07:00
Seth Alves
df9bc91f01 fix near-grab to equip handoff 2017-01-24 11:39:26 -08:00
Seth Alves
36fdaa6350 avoid a little pop when grabbing something with ignore-ik as true 2017-01-15 10:10:54 -08:00
Brad Davis
e5e9ab42ea Encapsulate AnimPose members for easier optimizations 2016-12-28 12:11:24 -08:00
Stephen Birarda
53769f4edf change scale for avatar if domain limited scale changes 2016-11-10 14:58:04 -08:00
Anthony J. Thibault
f0dba9e766 Prevent crash on exit.
If you or another user begins to near-grab an object while you exit the application, you might run into this crash.
The PhysicalEntitySimulation has a list of AvatarHoldActions shared_ptr's.
When it is destroyed, via the Application destructor, it will release these pointers.
This in turn will invoke a AvatarHoldAction destructor, which attempts to reference the AvatarManager via the DependencyManager.
However at this point the AvatarManager has already been destroyed, leading to a null dereference.

The fix is to check the AvatarManager pointer first.
2016-10-12 16:29:05 -07:00
Clément Brisset
d18394f249 Merge pull request #8596 from huffman/feat/my-avatar-self-id
Add ability to parent overlays to MyAvatar for use across servers
2016-10-05 12:03:01 -07:00
Anthony J. Thibault
327fcc970b Remove frame lag from near grabbed physical objects.
In the game loop, physics occurs before avatar update.
Before this PR, when the avatar is moved during avatar update, near grabbed objects will not pick up this move until one frame later, when
the physics is run on the next update.

After this PR, near grabbed objects are adjusted to reflect any position or rotation change that occurred during the avatar update.
2016-10-03 16:01:54 -07:00
Seth Alves
59db640cb5 add explaining comment 2016-09-14 11:33:03 -07:00
Seth Alves
8734661a0e add explaining comment 2016-09-14 11:28:22 -07:00
Ryan Huffman
23450e929b Add special avatar id for attaching overlays 2016-09-13 16:33:58 -07:00
Seth Alves
624cc655dd disable code that backs-up in time to pick release velocity 2016-09-07 13:24:53 -07:00
Seth Alves
1a9f43cb67 fix AvatarActionHold's idea of where the controllers are when the avatar has been scaled 2016-09-01 12:17:34 -07:00
Seth Alves
280b603747 remove some leftover code 2016-08-31 16:30:51 -07:00
Seth Alves
cdd08bd38e more anti-jitter changes 2016-08-30 14:59:30 -07:00
Seth Alves
174a95a005 do some hokey pokey to avoid jitter of held entities while walking 2016-08-25 18:49:47 -07:00
Seth Alves
232917fcf8 when processing AvatarActionHold for another's avatar, use their hand-controller joint information 2016-08-25 16:02:58 -07:00
Seth Alves
2d73b23c56 when deciding on the release velocity of something thrown, don't include a zero velocity caused by seeing the same controller data as last frame 2016-07-18 14:44:41 -07:00
Seth Alves
0dd2171b75 remove commented-out code 2016-07-12 11:57:57 -07:00
Seth Alves
6c14ef3392 added a comment 2016-07-12 11:56:57 -07:00
Seth Alves
84c5bef487 back to ignore more recent 3 frames. don't have released entities collide with myAvatar until 0.25 seconds after release 2016-07-11 17:02:11 -07:00
Seth Alves
0d0e0925e5 try skipping 2 rather than 3 2016-07-11 16:00:55 -07:00
Seth Alves
1ef26d39eb blah 2016-07-11 15:31:15 -07:00
Seth Alves
b0f1492ac7 ignore 3 frames for current velocity rather than just 1 2016-07-11 15:08:00 -07:00
Seth Alves
9c17890035 try not including the most recent sample in the smoothed velocity 2016-07-11 14:18:28 -07:00
Seth Alves
53a366d4e8 measure velocity over 6 frames 2016-07-11 13:25:00 -07:00
Seth Alves
7295e5c101 experimenting 2016-07-11 10:22:44 -07:00
Seth Alves
eac144f354 experimenting 2016-07-11 09:52:24 -07:00
Seth Alves
051616d7c3 experimenting 2016-07-08 16:16:06 -07:00
Seth Alves
44beca1687 try having all spring derived actions agree on a target 2016-05-04 11:29:17 -07:00