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"
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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.
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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
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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.
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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