Commit graph

148 commits

Author SHA1 Message Date
Anthony J. Thibault
9292a9ce0b Added MyAvatar.hmdLeanRecenterEnabled property
Used to disable the 'room-scale' avatar re-centering code.
Disabling this can prevent sliding when the avatar is supposed to be sitting or mounted on a stationary object.

Also, removed a bunch of old, unused leaning and torso twisting code.
2016-06-03 13:56:32 -07:00
Anthony J. Thibault
36c175d4cc Ensure that JointData is in the absolute rig coordinate frame. 2016-05-16 17:48:52 -07:00
Anthony J. Thibault
55b0060df9 Convert JointData from relative frame to absolute. 2016-05-16 17:48:52 -07:00
Brad Hefta-Gaub
49d02b802a Merge pull request #7719 from zzmp/feat/resource-prefetch
Add prefetching to exposed caches
2016-05-02 18:04:26 -07:00
Andrew Meadows
9c0aeb9b81 remove cruft 2016-04-27 16:58:13 -07:00
Zach Pomerantz
e3131d2098 Rm prefetchAnimation from avatar/rig 2016-04-20 20:14:15 -07:00
Anthony J. Thibault
1f383680aa Rig: removed unnecessary emitOnLoadComplete method 2016-04-18 13:35:13 -07:00
Anthony J. Thibault
1682598be7 Added onLoadComplete signal to MyAvatar
This can be used in javaScript to detect when the model has finished loading because the url has changed or the model has been reset.
2016-04-18 11:37:02 -07:00
Anthony J. Thibault
a1bbb63ec4 Rig: save and restore user animations across resets 2016-04-12 14:51:17 -07:00
Anthony J. Thibault
b4e70d9101 WIP: checkpoint
* bug fix in AABox::operator+=
* added AABox::emiggen
* Avatar now has a default bound for it's skinned mesh.
* WIP: AABox tests;  NEED MORE
* Model: split collision and model mesh render items.
  Because ModelMeshRenderItems need special handling to update bounds for animated joints.
* Model: dynamically update the bound for rigidly bound animated meshes
* Rig: added access to geometryToRigTransform
* RenderableModelEntityItem: try to update bounds for skinned mesh to be the entity dimentions (this doesn't seem to be working)
* Geometry.cpp: removed unused bounds parameter in evalPartBounds
* ModelMeshPartPayload: bounds updating
   * non-animated: use existing _localBound
   * rigid bound mesh: use _localBound transformed by clusterMatrix joint transform
   * fully skinned mesh: use _skinnedMeshBound provided by the application.
2016-03-25 21:29:20 -07:00
Anthony Thibault
9f30556084 libraries/animation: cppcheck fixes
* Fix for potential bug in AnimLoop due to _maxFrameIndexHint being uninitialized.
* made more single argument constructors explicit.
2016-03-13 17:17:34 -07:00
Anthony J. Thibault
4a78300607 MyAvatar: Allow user to raise hands directly overhead.
Previously we were using a infinitely tall vertical cylinder
to push hand IK targets out of the body, this had the
side-effect of preventing the hands from being raised over
the head.  Now, we collide against the same 3d capsule
used by the physics system for avatar collisions.
2016-03-10 10:20:17 -08:00
Anthony J. Thibault
3cde972174 Rig: issue warnings for missing joints
Also, Removed Rig::computeEyesInRigFrame, it was causing warnings because it was looking up
Eye and Head joints for all models, not just avatars.
2016-03-01 11:07:22 -08:00
Anthony J. Thibault
73ac47724a Rig: Prevent the hand IK targets from entering the body.
Use a 2d circle/circle intersection test to keep the hands outside of the body.
2016-02-17 16:23:18 -08:00
Anthony J. Thibault
8ca8550f26 MyAvatar: Standing Takeoff and In-Air Animations
Now there are two sets of of jump takeoff and in-air animations.
* Run - Used when the character jumps or falls with a small forward velocity.
* Standing - Used when the character jumps or falls in-place or backward.

CharacterController
* increased takeoff duration to 250 ms
* increased takeoff to fly duration to 1100 ms
* added standing jump and in-air animations
* added 250 milisecond delay between ground and hover, to prevent going into hover when walking over cracks.
* take-off to in-air transitions now use the new snapshotPrev interp type for a smoother tweening.
2016-02-04 17:56:07 -08:00
Anthony J. Thibault
656608e2ff Fixes for away.js 2016-02-02 12:08:52 -08:00
Anthony J. Thibault
2936811484 Added takeoff animation, WIP
Character controller still has some jump/in-air bugs.
2016-02-02 11:26:15 -08:00
Anthony J. Thibault
61c55ebf6c Updated character controller with a state enumeration
Also, adjusted checkForSupport logic such that very slanted walls are not considered support.
2016-02-02 11:26:15 -08:00
Anthony J. Thibault
e9fd439ffd Added inAir animations 2016-02-02 11:23:46 -08:00
Anthony J. Thibault
3cee3cbb5a Avatar Developer Menu: added animation debug options
This options are for for developers only and might help debug animation related issues.

* Enable Inverse Kinematics: this can be toggled to disable IK for the avatar.
* Enable Anim Pre and Post Rotations: this option can be used to use FBX pre-rotations from source avatar animations, instead of the current default, which is to use them from the source model.
  This only effects FBX files loaded by the animation system, it does not affect changing model orientations via JavaScript.
2016-01-25 18:52:13 -08:00
Anthony J. Thibault
7af20e90c8 Hooked up fly animation to json and Rig 2016-01-22 13:47:09 -08:00
Anthony J. Thibault
cac19b8579 grab animation work
Hand animations now have 5 states:

* idle
* open
* grasp
* point
* farGrasp

The handControllerGrab.js script now chooses one of these five animations, based on the state of the HandController object.

Also, removed hand trigger AnimVar setting from C++ Rig class.
2016-01-07 19:36:57 -08:00
Anthony J. Thibault
6b5b272cd7 Added SoftAttachmentModel class.
Is a subclass of Model, it overrides the updateClusterMatrices so it will pull
the actual joint matrices from a different rig override.

For the avatar soft attachment system, this override will be the Avatar::_skeletonModel rig.
This will give us the ability for an avatar to "wear" non-rigid attachments, such as clothing.
2015-12-18 09:52:11 -08:00
Anthony J. Thibault
652ce5501f Expose Avatar default pose to JavaScript
New JavaScript API to get the avatar's default pose.

   MyAvatar.getDefaultJointRotation(index);
   MyAvatar.getDefaultJointTranslation(index);

See `examples/tPose.js` for example usage
2015-12-10 13:57:31 -08:00
Seth Alves
f99812a903 adjust method names to fit convention 2015-12-07 14:31:08 -08:00
Seth Alves
a948ae5f19 children of avatar joints might be right, now 2015-12-06 10:48:00 -08:00
Anthony J. Thibault
7abfc93ff9 Avatar::getJointRotation and getJointTranslation is thread-safe
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()
2015-12-04 16:16:17 -08:00
Anthony J. Thibault
ba001ef4b0 Rig: split Poses into internal and external sets.
In preparation for making some accessors thread safe.
2015-12-04 15:15:18 -08:00
Anthony Thibault
527199bc69 Merge pull request #1 from AndrewMeadows/fix-avatar-capsule
compute bounding capsule of avatars
2015-11-25 09:39:18 -08:00
Andrew Meadows
3ae082f09c compute bounding capsule of avatars 2015-11-24 20:28:39 -08:00
Anthony J. Thibault
76034d62d5 Eye tracking fixes 2015-11-24 16:57:26 -08:00
Anthony J. Thibault
14189ac909 Move Y_180 flip rotation out of Rig
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.
2015-11-23 19:31:27 -08:00
Anthony J. Thibault
db21db3cbc Rig.h: more coordinate space comments 2015-11-22 16:34:06 -08:00
Anthony J. Thibault
dc169dc0aa Rig.h: updated comments with coordinate spaces 2015-11-22 16:21:22 -08:00
Anthony J. Thibault
fe683edb66 Avatar Debug Draw Default Pose now works 2015-11-21 10:53:24 -08:00
Anthony J. Thibault
6cfd831a5a Menu: Added Developer > Avatar > Debug Draw Position
Also renamed "Debug Draw Bind Pose" to "Debug Draw Default Pose"
2015-11-21 09:50:56 -08:00
Anthony J. Thibault
995958a8f0 Rig: normalized index bounds checking. 2015-11-20 18:45:53 -08:00
Anthony J. Thibault
54408a9c87 AnimVars are now in avatar/rig space
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
2015-11-20 18:29:17 -08:00
Anthony J. Thibault
30087ef0bd Removed dead code 2015-11-20 14:37:53 -08:00
Anthony J. Thibault
cb89f09635 Removed EntityRig and AvatarRig. One Rig to rule them all. 2015-11-20 14:27:01 -08:00
Anthony J. Thibault
a77ea8da43 Removed JointStates! You won't be missed. 2015-11-20 14:15:37 -08:00
Anthony J. Thibault
a4116e633a Removed last consumer of JointState class
Removed option to render IK constraints used by old animation system
2015-11-20 11:26:54 -08:00
Anthony J. Thibault
ad4b8e0001 Avatar transmission fixes, moved JointData into shared
* 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.
2015-11-20 10:24:24 -08:00
Anthony J. Thibault
302b6f7e26 Mac and Debug build fixes 2015-11-19 18:28:15 -08:00
Anthony J. Thibault
9e36a79155 Rig: hooked up script overridePoses 2015-11-19 18:14:04 -08:00
Anthony J. Thibault
46d23a9f38 head IK and controller IK work again! 2015-11-19 17:30:56 -08:00
Anthony J. Thibault
721da29432 WIP checkpoint
* 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
2015-11-18 18:47:33 -08:00
Anthony J. Thibault
b054ef1488 Rig: fixes for rigs used for ModelEntities. 2015-11-18 16:04:34 -08:00
Anthony J. Thibault
b481d7c73d Merge branch 'master' into tony/remove-joint-states 2015-11-18 09:38:21 -08:00
Anthony J. Thibault
9a39da9050 new absolutePoses work for avatars, but not for model entities. 2015-11-17 18:53:38 -08:00