Stephen Birarda
80cf7b6c76
resolve conflicts on merge with upstream/master
2015-08-27 14:50:04 -07:00
Howard Stearns
96c74ebbd5
Enable Rig Animations is now a developer menu item (rather than requiring javascript to set). Also turning it off resets you to bind pose and deliberately throws away old animations.
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Default animations are the new ones for our standard T-pose. (Had been for the double-A pose fightbot.)
Rig state machine now does "backup", and doesn't apply strafe while turning.
2015-08-27 12:25:40 -07:00
Ryan Huffman
aa7d8678e1
Merge branch 'protocol' of github.com:birarda/hifi into atp-server
2015-08-26 12:26:11 -07:00
Seth Alves
695ffa29c7
call setup_memory_debugger from common macros rather than from every CMakeLists.txt file
2015-08-26 11:09:59 -07:00
Brad Davis
d311e4f2ea
Fixing problems reported by static analysis tool
2015-08-25 19:18:55 -07:00
Anthony J. Thibault
80d3ae68c2
Removed redundant ends with ‘fbx’ check.
2015-08-21 22:11:53 -07:00
Anthony J. Thibault
b7009b4631
Fix for animation resources
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The problem was that the invokeMethod between the AnimationReader thread
and the main thread was failing, because FBXGeometry* wasn't a registered meta type.
So, I ended up normalizing the AnimationReader class to be more like GeometryReader,
in that it uses singles and slots to communicate success and failure, rather then
invokeMethod.
2015-08-21 16:09:06 -07:00
Brad Davis
c3991dbb8c
Merge pull request #5622 from hyperlogic/ajt/network-geometry-refactor
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ResourceCache, NetworkGeometry and Model refactoring and optimizations.
2015-08-20 23:57:16 -07:00
Anthony J. Thibault
1b3d7fabc8
ResourceCache, NetworkGeometry and Model refactoring and optimizations.
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* Removed validation logic from Resource class, Qt does this internally and is more
standards compliant. This should result in more accurate caching and faster resource
fetching when cache is stale and validation fails.
* Added loaded and failed slots to Resource class, so it does not have to be polled.
* NetworkGeometry now uses multiple Resource objects to download
the fst/mapping file and the fbx/obj models.
* NetworkGeometry is no longer a subclass of Resource
* NetworkGeometry now has signals for success and failure, you no longer
have to poll it to determine when loading is complete (except for textures *sigh*)
Some functionality was removed
* NetworkGeometry no longer has a fallback
* NetworkGeometry no longer loads LODs or has lod logic.
* The number of FBXGeometry copies is greatly reduced.
* Model::setURL no supports fallback URL, delayLoad or retainCurrent option.
This can result in a pop when switching avatars, and there's no longer a default
if avatar loading fails.
2015-08-20 18:59:51 -07:00
Seth Alves
c25082d86f
use -fsanitize=address in all code rather than just the top-level links
2015-08-20 10:14:16 -07:00
Ryan Huffman
5884fcb17b
Merge branch 'ordered-sending' into atp-server
2015-08-19 12:23:31 -07:00
Ryan Huffman
51d4cf84da
Fix AnimationReader to work with new ResourceCache updates
2015-08-19 12:10:47 -07:00
Philip Rosedale
01108bdf6b
Merge pull request #5573 from howard-stearns/sync-eyes-and-vectors
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Synchronize eye joint and debugging vectors
2015-08-17 16:56:01 -07:00
Howard Stearns
d28c555a79
Synchronize eye joint and debugging vectors when the other avatar is looking at me.
2015-08-14 16:47:34 -07:00
Andrew Meadows
488f6aa7d8
fix bug in ElbowConstraint::apply()
2015-08-12 13:34:23 -07:00
Howard Stearns
295d655eec
Merge pull request #5545 from AndrewMeadows/chlorine
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rotation constraints in preparation for inverse kinematics
2015-08-11 09:19:16 -07:00
Andrew Meadows
8e82e48f76
remove more std::max/min favor of glm utilities
2015-08-11 08:17:54 -07:00
Andrew Meadows
a38c1c82d1
use glm::clamp() instead if std::max() and min()
2015-08-10 23:08:36 -07:00
Andrew Meadows
80b36f9f12
fix typo
2015-08-10 15:11:00 -07:00
Seth Alves
b26d6d2b9c
Merge pull request #5542 from ZappoMan/RenderableModelEntityItemOptimization
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Renderable model entity item optimizations
2015-08-10 15:10:12 -07:00
Andrew Meadows
43bf4a85d2
add RotationConstraint and friends
2015-08-10 14:48:22 -07:00
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
ZappoMan
ae958dd42d
Merge branch 'master' of https://github.com/highfidelity/hifi into RenderableModelEntityItemOptimization
2015-08-10 09:59:45 -07:00
ZappoMan
668778cfd9
optimize JointState::setRotationInConstrainedFrameInternal() to short cut cases where targetRotation matches previous targetRotation
2015-08-09 16:55:43 -07:00
Brad Davis
64fcd2da96
Merge pull request #5530 from ZappoMan/RenderableModelEntityItemOptimization
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optimizations to RenderableModelEntityItem::render()
2015-08-07 15:32:07 -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
ZappoMan
cec0f8ed1d
optimize ModelEntityItem::getAnimationFrame()
2015-08-07 13:43:57 -07:00
Howard Stearns
145b730f80
Clean up instantiation.
2015-08-07 12:27:26 -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
Howard Stearns
02f57286e4
Don't let individual startAnimation get messed up by blend/fade.
2015-08-06 11:30:18 -07:00
Howard Stearns
bb974edf7f
Add assert on mix range.
2015-08-05 11:09:04 -07:00
Howard Stearns
f51b5be167
Simplify fade normalization, eliminating a loop.
2015-08-05 11:00:40 -07:00
Howard Stearns
653e46fdd3
const methods.
2015-08-05 10:51:26 -07:00
Howard Stearns
2f2b59b6b6
Merge branch 'master' of https://github.com/highfidelity/hifi into smooth-faded-animations
2015-08-05 10:05:05 -07:00
Howard Stearns
a1f86cc7b8
Make MSVC happy.
2015-08-04 19:49:12 -07:00
Howard Stearns
731bcba956
Merge branch 'master' of https://github.com/highfidelity/hifi into smooth-faded-animations
2015-08-04 17:27:23 -07:00
Howard Stearns
61198a658c
Smooth fading of animations in and out.
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Also, turn on the secret rig animations from Javascript with MyAvatar.setEnableRigAnimations(true). (persists)
2015-08-04 17:04:15 -07:00
Seth Alves
9171033f21
Merge branch 'master' of github.com:highfidelity/hifi into rig
2015-08-04 16:06:38 -07:00
Eric Levin
f506e58687
Merge pull request #5490 from howard-stearns/restart-animations-at-specified-parameters
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restart animations at specified parameters
2015-08-04 15:09:11 -07:00
Howard Stearns
61afc362e7
For startAnimation (but not startAnimationByRole), use the specified parameters even if the animation
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was already playing. This fixes the behavior exercised by the squeezeHands.js script.
Fixes https://app.asana.com/0/32622044445063/44025709513292
2015-08-03 17:00:39 -07:00
Ryan Huffman
027adf73bb
Merge branch 'master' of github.com:highfidelity/hifi into asset-server
2015-08-03 16:41:24 -07:00
Ryan Huffman
2d938f2d0a
Update AnimationCache to use new ResourceCache
2015-08-03 16:27:48 -07:00
Howard Stearns
2e5142e9bb
Fix end of idle.
2015-08-03 16:09:48 -07:00
Howard Stearns
cdb697760f
Remove some debug.
2015-08-03 15:51:07 -07:00
Howard Stearns
4c1d1a65d5
Provide initial fight club animations and use them in rig.
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Still only active when you do Settings.setValue('enableRig', true) and restart.
(Will be more exposed after fadein/fadeout is implemented.)
2015-08-03 15:41:15 -07:00
Seth Alves
241e767ab6
move setHandPosition from SkeletonModel to AvatarRig. Tell Rig::initJointStates joint-indexes for hands and elbows and shoulders
2015-07-30 18:44:09 -07:00
Seth Alves
c80516a051
Merge branch 'rig' of github.com:howard-stearns/hifi into rig
2015-07-30 18:39:09 -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
Howard Stearns
78a900c866
Prototype blend. Just equal weighting for now.
2015-07-30 17:01:48 -07:00