Howard Stearns
964d04d24f
Restore correct space for eye joint rotations.
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Also, do not correct for camera position on my avatar. (That will be done by zero or one receivers.)
2015-08-10 12:34:01 -07:00
Seth Alves
b1e69537f3
Merge pull request #5524 from howard-stearns/cleanup-jointstate
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Clean Up JointState
2015-08-07 13:50:02 -07:00
Howard Stearns
a840a17106
Change name originalRotation defaultRotation.
2015-08-06 19:45:58 -07:00
Howard Stearns
42cc34cd64
JointState has our own copy of any ivars we want from FBXJoint, instead of keeping a reference to the fbx.
2015-08-06 16:54:09 -07:00
Brad Davis
9215ea8894
Merge pull request #5516 from Atlante45/warnings
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Fix warning and remove unused headers
2015-08-05 19:12:09 -07:00
Atlante45
3dc8bd47ae
Fix warning and remove unused headers
2015-08-05 16:46:44 -07:00
Howard Stearns
ca6d798aa5
Don't try to animate other people's avatars!
2015-08-05 15:59:22 -07:00
Sam Gondelman
513c652ab3
merge from master and attempt to fix connexion conflicts
2015-08-05 12:42:39 -07:00
Sam Gateau
34183b9ddf
COmmenting the remove of the glLIneWidth and demoving dead code
2015-08-04 12:36:35 -07:00
Sam Gateau
d07ab353fc
remove glLineWidth completely because it s not available anymore for wide lines in core
2015-08-04 11:57:20 -07:00
Seth Alves
c1f777e18f
move setHandPosition from SkeletonModel to AvatarRig. Tell Rig::initJointStates joint-indexes for hands and elbows and shoulders
2015-07-30 18:39:01 -07:00
Anthony J. Thibault
7a10b31dd9
Clear translation on root joint.
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Also, delete/rename all instances of updateJointState except for the one in Rig
and derived classes.
2015-07-30 15:04:27 -07:00
Howard Stearns
4e7d191fb1
Merge branch 'master' of https://github.com/highfidelity/hifi into rig
2015-07-29 18:53:38 -07:00
Anthony J. Thibault
c2934bdb5d
Fix avatar head, eye and torso twist.
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* Updated SkeletionModel::updateRig to explicitly pass a set of HeadParameters
to the rig to do procedural animation.
* Moved torso lean procedural animation from SkeletonModel into Rig.
* Moved eye tracking procedural animation from HeadModel into Rig.
* Moved neck procedural animation from HeadModel into Rig.
2015-07-29 17:35:29 -07:00
Howard Stearns
838711e526
Remove avatar->shift hips for idle animations.
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See https://app.asana.com/0/32622044445063/43127903156601
2015-07-29 15:27:50 -07:00
Anthony J. Thibault
b06485c266
Remove cauterize code from Rig and move it back into Model.
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* cauterize code is used as at render time and is not dependent on
the jointStates.
* MyAvatar now initialize the bone set used for cauterization and
makes the decision to perform cauterization or not in preRender.
2015-07-28 17:45:33 -07:00
Howard Stearns
4754615159
Fix NPC animations.
2015-07-28 12:34:10 -07:00
Howard Stearns
1bb734aec0
Kill warnings.
2015-07-27 15:26:03 -07:00
Howard Stearns
ef52c0703f
Merge pull request #8 from AndrewMeadows/cadmium
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remove unused legacy Shapes from Model and friends
2015-07-27 13:20:41 -07:00
Howard Stearns
8196770ed3
Wiring, including avatar position/velocity/orientation data, and an enableRig setting so that we don't break stuff unless turned on.
2015-07-27 12:58:43 -07:00
Andrew Meadows
81831975b5
remove legacy CapsuleShape from SkeletonModel
2015-07-27 12:27:17 -07:00
Andrew Meadows
73ac941230
remove unused legacy Shapes from Model and friends
2015-07-27 11:15:33 -07:00
Andrew Meadows
1bf49d72f1
Merge branch 'rig' of github.com:howard-stearns/hifi into bromine
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Conflicts:
interface/src/avatar/SkeletonModel.cpp
2015-07-24 10:06:02 -07:00
Andrew Meadows
f40feba36d
Merge remote-tracking branch 'andrew/boron' into bromine
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Conflicts:
interface/src/avatar/Hand.cpp
interface/src/avatar/Hand.h
interface/src/avatar/SkeletonModel.cpp
2015-07-23 15:29:53 -07:00
Seth Alves
1e19e46aa6
Merge branch 'master' of github.com:highfidelity/hifi into rig
2015-07-23 15:14:19 -07:00
Seth Alves
33c97a1833
get rid of _firstPersonSkeletonModel in MyAvatar. add flag in Rig for joints being dirty so Model knows when to recompute meshes
2015-07-23 15:14:10 -07:00
samcake
805e7326e0
Merge pull request #5396 from ZappoMan/deadCodeRemoval
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remove non-batch versions of GeometryCache renderXYZ() methods
2015-07-23 11:11:35 -07:00
Seth Alves
57eb798d63
Merge branch 'master' of github.com:highfidelity/hifi into rig
2015-07-23 09:46:41 -07:00
Andrew Meadows
6657026a12
remove cruft: legacy shapes for skeleton bones
2015-07-23 08:34:44 -07:00
ZappoMan
c2113ea96b
remove non-batch versions of GeometryCache renderXYZ() methods
2015-07-23 07:42:58 -07:00
Seth Alves
ee334ff826
JointStates are owned by Rig objects. Model, FaceModel, SkeletonModel call into their Rig pointer to access JointStates.
2015-07-22 18:43:10 -07:00
David Rowe
11078d0d02
Get Developer > Avatar > Show Collision Bounding Shapes working again
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Note: Currently doesn't display well because alpha isn't working.
2015-07-22 17:50:56 -07:00
Seth Alves
7c8d52cbd1
back out some changes to Model.cpp, change how rig pointer is delivered to model initilizer
2015-07-22 13:41:31 -07:00
Seth Alves
fecdc08720
merge from upstream
2015-07-21 09:53:51 -07:00
Seth Alves
abfe60aa20
whenever Model class uses _jointState, use the Rig version if there is a Rig.
2015-07-20 18:31:42 -07:00
Sam Gateau
ad1771c738
removing dead code
2015-07-20 17:09:11 -07:00
Sam Gateau
b5090883a0
merge with latest network pr
2015-07-20 15:49:10 -07:00
Sam Gateau
59666f664a
merging my changes to remove cruff from application to AUstin;s latest
2015-07-20 15:37:17 -07:00
Atlante45
e3f7c33767
Fix index check in setJointRotation
2015-07-17 15:39:25 -07:00
Seth Alves
d287817829
give SkeletonModel created by MyAvatar a Rig pointer
2015-07-17 14:52:37 -07:00
samcake
b7ac84e174
Merge pull request #5342 from ZappoMan/removeNakeGL
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remove some more dead code and naked gl
2015-07-15 17:07:55 -07:00
Howard Stearns
01a3701b52
Merge pull request #5329 from SamGondelman/hydraFix
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Hydra hand and mouse fixes
2015-07-15 19:03:04 -05:00
ZappoMan
7795eaace6
remove more naked gl
2015-07-15 15:56:27 -07:00
ZappoMan
53c3e3d731
fix CR feedback
2015-07-15 09:03:07 -07:00
ZappoMan
8bb6616a25
remove nakedGL from skeleton IK constraint rendering
2015-07-14 18:47:35 -07:00
Sam Gondelman
f3cb25065f
can't move when hydras at base, hands can deactivate individually
2015-07-14 17:36:22 -07:00
ericrius1
8129d0eb1f
hydra lasers are now rendering again
2015-07-01 15:12:37 -07:00
ericrius1
8b00864175
hydra hand spheres and lasers are rendering again
2015-07-01 15:04:19 -07:00
Anthony J. Thibault
99a03bac21
Render a different model when in first person view.
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Currently this model is identical to the third person model, except
that the head bones have been 'cauterized' by applying a zero scale transform.
This allows us to set the near clip back to a reasonable value.
2015-06-24 16:10:47 -07:00
ZappoMan
4ce27f1483
first cut at rendering avatars as individual model items
2015-06-02 16:54:47 -07:00