Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Unknown 2017-04-10 22:22:59 +01:00
commit 70239b560a
5 changed files with 69 additions and 11 deletions

View file

@ -81,6 +81,25 @@ Item {
anchors.fill: parent;
visible: userImage.status != Image.Ready;
}
StateImage {
id: infoHoverImage;
visible: false;
imageURL: "../../images/info-icon-2-state.svg";
size: 32;
buttonState: 1;
anchors.centerIn: parent;
}
MouseArea {
anchors.fill: parent
enabled: (selected || isMyCard) && activeTab == "nearbyTab";
hoverEnabled: enabled
onClicked: {
userInfoViewer.url = defaultBaseUrl + "/users/" + userName;
userInfoViewer.visible = true;
}
onEntered: infoHoverImage.visible = true;
onExited: infoHoverImage.visible = false;
}
}
// Colored border around avatarImage

View file

@ -910,17 +910,21 @@ Rectangle {
color: hifi.colors.darkGray
wrapMode: Text.WordWrap
textFormat: Text.StyledText;
property string hmdMountedInstructions:
"1. Put your hand out onto their hand and squeeze your controller's grip button on its side.<br>" +
"2. Once the other person puts their hand onto yours, you'll see your connection form.<br>" +
"3. After about 3 seconds, you're connected!"
property string hmdNotMountedInstructions:
"1. Press and hold the 'x' key to extend your arm.<br>" +
"2. Once the other person puts their hand onto yours, you'll see your connection form.<br>" +
"3. After about 3 seconds, you're connected!";
property string notLoggedInInstructions: "<b><font color='red'>You must be logged into your High Fidelity account to make connections.</b></font><br>"
property string instructions:
"<b>When you meet someone you want to remember later, you can <font color='purple'>connect</font> with a handshake:</b><br><br>"
// Text
text: HMD.isMounted ?
"<b>When you meet someone you want to remember later, you can <font color='purple'>connect</font> with a handshake:</b><br><br>" +
"1. Put your hand out onto their hand and squeeze your controller's grip button on its side.<br>" +
"2. Once the other person puts their hand onto yours, you'll see your connection form.<br>" +
"3. After about 3 seconds, you're connected!"
:
"<b>When you meet someone you want to remember later, you can <font color='purple'>connect</font> with a handshake:</b><br><br>" +
"1. Press and hold the 'x' key to extend your arm.<br>" +
"2. Once the other person puts their hand onto yours, you'll see your connection form.<br>" +
"3. After about 3 seconds, you're connected!";
text:
Account.isLoggedIn() ? ( HMD.mounted ? instructions + hmdMountedInstructions : instructions + hmdNotMountedInstructions)
: ( HMD.mounted ? notLoggedInInstructions + instructions + hmdMountedInstructions : notLoggedInInstructions + instructions + hmdNotMountedInstructions)
}
}

View file

@ -933,6 +933,21 @@ glm::vec3 Avatar::getDefaultJointTranslation(int index) const {
return translation;
}
glm::quat Avatar::getAbsoluteDefaultJointRotationInObjectFrame(int index) const {
glm::quat rotation;
auto rig = _skeletonModel->getRig();
glm::quat rot = rig->getAnimSkeleton()->getAbsoluteDefaultPose(index).rot();
return Quaternions::Y_180 * rot;
}
glm::vec3 Avatar::getAbsoluteDefaultJointTranslationInObjectFrame(int index) const {
glm::vec3 translation;
auto rig = _skeletonModel->getRig();
glm::vec3 trans = rig->getAnimSkeleton()->getAbsoluteDefaultPose(index).trans();
glm::mat4 y180Mat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
return transformPoint(y180Mat * rig->getGeometryToRigTransform(), trans);
}
glm::quat Avatar::getAbsoluteJointRotationInObjectFrame(int index) const {
if (index < 0) {
index += numeric_limits<unsigned short>::max() + 1; // 65536

View file

@ -121,6 +121,26 @@ public:
Q_INVOKABLE virtual glm::quat getDefaultJointRotation(int index) const;
Q_INVOKABLE virtual glm::vec3 getDefaultJointTranslation(int index) const;
/**jsdoc
* Provides read only access to the default joint rotations in avatar coordinates.
* The default pose of the avatar is defined by the position and orientation of all bones
* in the avatar's model file. Typically this is a t-pose.
* @function Avatar.getAbsoluteDefaultJointRotationInObjectFrame
* @param index {number} index number
* @returns {Quat} The rotation of this joint in avatar coordinates.
*/
Q_INVOKABLE virtual glm::quat getAbsoluteDefaultJointRotationInObjectFrame(int index) const;
/**jsdoc
* Provides read only access to the default joint translations in avatar coordinates.
* The default pose of the avatar is defined by the position and orientation of all bones
* in the avatar's model file. Typically this is a t-pose.
* @function Avatar.getAbsoluteDefaultJointTranslationInObjectFrame
* @param index {number} index number
* @returns {Vec3} The position of this joint in avatar coordinates.
*/
Q_INVOKABLE virtual glm::vec3 getAbsoluteDefaultJointTranslationInObjectFrame(int index) const;
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }

View file

@ -109,7 +109,7 @@ void AnimVariantMap::animVariantMapFromScriptValue(const QScriptValue& source) {
if (z.isNumber()) {
QScriptValue w = value.property("w");
if (w.isNumber()) {
set(property.name(), glm::quat(x.toNumber(), y.toNumber(), z.toNumber(), w.toNumber()));
set(property.name(), glm::quat(w.toNumber(), x.toNumber(), y.toNumber(), z.toNumber()));
} else {
set(property.name(), glm::vec3(x.toNumber(), y.toNumber(), z.toNumber()));
}