Anthony J. Thibault
3f0cdb3c02
Merge branch 'master' into tony/js-avatar-default-pose
2015-12-14 11:19:24 -08:00
Atlante45
d3224bfde3
More warning fixes
2015-12-11 16:03:44 -08:00
Atlante45
da63357254
More warning fixes
2015-12-11 15:42:15 -08:00
Atlante45
ce51350b65
Fix warnings on windows 64bit
2015-12-11 15:42:15 -08:00
Howard Stearns
dfec222c81
Report animation triggers to normal javascript animationStateHandlers, and update away.js as an example.
2015-12-10 20:39:01 -08:00
Anthony J. Thibault
652ce5501f
Expose Avatar default pose to JavaScript
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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
Anthony J. Thibault
fd4ed29405
MyAvatar.clearJointData bug fix
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MyAvatar.setJointRotation() now works properly after MyAvatar.clearJointData()
2015-12-07 09:03:40 -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
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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.
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In preparation for making some accessors thread safe.
2015-12-04 15:15:18 -08:00
Anthony J. Thibault
9c0b4bc2a2
Fix for model entities with non-uniform scaled mesh
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Logic which extracted rotations from a non-uniformly scaled matrices was sometimes incorrect.
This should fix the roads in Qbit as well as the blocks in toybox.
2015-12-02 14:09:47 -08:00
Anthony J. Thibault
e2d9e37eb8
Fix for head offset for models with no eyes
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This was causing in correct body poses while wearing an HMD.
2015-11-30 14:08:21 -08:00
Anthony J. Thibault
5072339a22
Warning fix
2015-11-25 14:04:01 -08:00
Anthony J. Thibault
23def8d173
Merge branch 'master' into tony/remove-joint-states
2015-11-25 13:55:23 -08:00
Anthony J. Thibault
97a2eb62d4
Fix for incorrect avatar bounds after changing avatars
2015-11-25 12:06:50 -08:00
Anthony J. Thibault
868cf83b48
Fix for attachments and MyAvatar::getDefaultEyePosition()
2015-11-25 10:07:29 -08:00
Anthony Thibault
527199bc69
Merge pull request #1 from AndrewMeadows/fix-avatar-capsule
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compute bounding capsule of avatars
2015-11-25 09:39:18 -08:00
Andrew Meadows
2cc1dfe819
getRootAbsoluteBindPoseByChildName() is deprecated
2015-11-24 20:39:26 -08:00
Andrew Meadows
3ae082f09c
compute bounding capsule of avatars
2015-11-24 20:28:39 -08:00
Anthony J. Thibault
386dad7aff
Fixes hand IK for some avatars
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Specifically:
https://hifi-content.s3.amazonaws.com/ozan/dev/avatars/hifi_team/ryan/_test/ryan.fst
https://hifi-content.s3.amazonaws.com/ozan/dev/avatars/hifi_team/brad/brad.fst
https://s3.amazonaws.com/hifi-public/tony/blackmery/blackmery.fst
These avatars have "Hips" joints that are NOT the root of the skeleton.
This would cause the getRootAbsoluteBindPoseByChildName() to return (0,0,0).
Causing the IK targets to be lower then they should have.
2015-11-24 18:57:35 -08:00
Anthony J. Thibault
76034d62d5
Eye tracking fixes
2015-11-24 16:57:26 -08:00
Anthony J. Thibault
f120e10ff4
Merge branch 'master' into tony/remove-joint-states
2015-11-24 15:00:05 -08:00
Anthony J. Thibault
e07e1c5c92
Fix for avatar eye tracking
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When computing a full eye to world matrix, the translations need to be the geometry coordinate frame, not scaled into meters.
2015-11-24 14:01:01 -08:00
Anthony J. Thibault
14189ac909
Move Y_180 flip rotation out of Rig
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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
8f46b8a765
Added USE_PRE_ROT_FROM_ANIM option to AnimClip
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This will allow us in the future to pull preRotations from
animations instead of the model skeleton. It is disabled
by default because our current animations preRotations are
not correct for the left hand.
2015-11-23 15:58:18 -08:00
Anthony J. Thibault
8252bbed9b
AnimSkeleton: added pre rotation accessor methods
2015-11-23 13:50:14 -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
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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
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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
4f8cd6930d
Rig: Fixes for initializing _absolutePoses during initJointStates
2015-11-20 15:13:16 -08:00
Anthony J. Thibault
2f37335d77
Warning fixes
2015-11-20 14:50:42 -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
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Removed option to render IK constraints used by old animation system
2015-11-20 11:26:54 -08:00
Anthony J. Thibault
df7ca3bc38
Rig: getJointRotation and getJointTranslation use _relativePoses
2015-11-20 10:36:40 -08:00
Anthony J. Thibault
923d60e452
Rig: Bug fix for copyJointsIntoJointData
2015-11-20 10:30:12 -08:00
Anthony J. Thibault
ad4b8e0001
Avatar transmission fixes, moved JointData into shared
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* 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
27685e0425
Bug fixes for other Avatar root translation
2015-11-20 09:33:57 -08:00
Anthony J. Thibault
c2ae6f0c8e
Fix for remote Avatar
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Make sure to copy the correct data to and from AvatarData::JointData
2015-11-20 09:20:41 -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
982e2c06a9
Rig: Switched over to use AnimPoses instead of JointStates
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* fixed debug rendering
* improved jointState/animPose diff detection code.
2015-11-19 12:14:04 -08:00
Anthony J. Thibault
721da29432
WIP checkpoint
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* 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