Commit graph

604 commits

Author SHA1 Message Date
Andrew Meadows
ec27c75332 Merge pull request #6660 from hyperlogic/tony/anim-expressions
AnimExpression: boolean expression parser and evaluator
2015-12-30 08:36:44 -08:00
Anthony J. Thibault
c2dd00375d Merge branch 'master' into tony/soft-attachments 2015-12-29 13:21:37 -08:00
Anthony J. Thibault
6afe3bae5e Copy Neuron joints into controller poses
This makes the accessible for controller mapping and to JavaScript.

Added 'neuronAvatar.js' as an example of reading joints from the neuron and setting them
on the avatar.  NOTE: the rotations are currently in the wrong coordinate frame.
2015-12-22 17:21:33 -08:00
Andrew Meadows
aa3d1c6e4c Merge pull request #6680 from hyperlogic/tony/windmill-anim-fix
ModelEntityItem: Fix for incorrect animations with preTranslations
2015-12-18 14:16:35 -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
3b1ba67a88 ModelEntityItem: Fix for incorrect animations with preTranslations
ModelEntities that were playing animations on models with local pivot offsets were not working correctly.
Specifically, the windmill animation in the demo domain.

We now compose a matrix containing all of the FBX's preTranslation, preRotation and postTranformations.
2015-12-16 17:08:22 -08:00
Anthony J. Thibault
30480f126b Improved idle to walk forward transition
Hooked up a transition animation from idle to walk in the animation json.
Also fixed a bug in the AnimBlendLinearMove which was preventing the interpolation
into idle from being correct.
2015-12-15 17:26:17 -08:00
Anthony J. Thibault
ab85e2967a AnimExpression: support for unary not. 2015-12-15 13:18:30 -08:00
Anthony J. Thibault
22756d168b Changed grammar to support boolean and and or. 2015-12-15 10:35:35 -08:00
Anthony J. Thibault
2b0ed55077 Merge branch 'master' into tony/anim-expressions 2015-12-15 10:35:19 -08:00
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
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
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
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 J. Thibault
99223d0a3c AnimExpression: support for parsing simple expressions
supports parens, binary +, -, / and *.
/ and * have higher precedence then + and -
2015-12-03 15:02:00 -08:00
Anthony J. Thibault
710ce7e639 Merge branch 'master' into tony/anim-expressions 2015-12-03 09:56:28 -08:00
Anthony J. Thibault
9c0b4bc2a2 Fix for model entities with non-uniform scaled mesh
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
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
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
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
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
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
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
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
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
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
* 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
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
* fixed debug rendering
* improved jointState/animPose diff detection code.
2015-11-19 12:14:04 -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
3a74d188b0 AnimSkeleton: Added default poses 2015-11-18 16:03:28 -08:00
Anthony J. Thibault
5ffef7f41a AnimPose: bug fix for extracting rotations from matrices with large scale 2015-11-18 16:02:30 -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
Anthony J. Thibault
e93b5c5838 Bug fixes for avatars with no eyes
Changed default eye position to 1.9 meters because
the hifi_team avatars are 2.0 meters tall.

Also, prevent array access with negative indices when eye bones are missing.

ಠ_ಠ
2015-11-17 14:02:27 -08:00
Anthony J. Thibault
80eb247b9c WIP checkin
* AnimManipulator: added absolute and relative position and translation support
* Rig: added _overrideFlags and _overridePoses for script overrides.
2015-11-16 18:49:47 -08:00
U-GAPOS\andrew
6733767d8b use animation state to compute bodyInSensorFrame 2015-11-13 16:39:40 -08:00
Anthony J. Thibault
e698d3c1e8 Isolate JointStates within the Rig class
Except for SkeletalModel::computeBounds() JointStates are now completly
encapsulated by the Rig.  Now we can start using AnimPoses instead and
in parallel with the JointState implementation. Then we can assert that
they are identical, before removing JointStates.

This check in has many comments with the AJT tag.
Each one of these cases will need to be revisitied and fixed.
In particular // AJT: LEGACY will be used to enclose all code
in the Rig which manipulates the _jointState QVector.
2015-11-11 18:23:58 -08:00
Anthony J. Thibault
11440f92f4 Removed rig animations
* Deleted AnimationHandle class
* Removed enableAnimGraph and anableRigAnimations from Menu.
* Removed *some* references to old IK system.
  But it is still used when computing collision bounding volumes
2015-11-11 15:32:57 -08:00
Anthony J. Thibault
56e96ed24c Merge branch 'master' into tony/script-start-stop-anim 2015-11-11 11:33:24 -08:00
Anthony J. Thibault
e1d0a97807 Implemented MyAvatar.prefetchAnimation() JS method 2015-11-10 16:51:48 -08:00
Anthony J. Thibault
936c55a94e New MyAvatar animation JS interface
JavaScript changes:

* removed MyAvatar.playAnimation
* removed MyAvatar.stopAnimation
* removed MyAVatar.getGetAnimationDetails
* removed MyAvatar.startAnimationByRole
* removed MyAvatar.stopAnimationByRole
* removed MyAVatar.getGetAnimationDetailsByRole
* removed MyAVatar.clearJointPriorities

* added MyAvatar.overrideAnimation(url, fps, loop, firstFrame, lastFrame)
* added MyAvatar.restoreAnimation()
* added MyAvatar.getAnimationRoles()
* added MyAvatar.overrideRoleAnimation(role, url, fps, loop, firstFrame, lastFrame)
* added MyAvatar.restoreRoleAnimation(role)
* added MyAvatar.prefetchAnimation(url)

* update kneel.js with new api.
* added theBird.js to test role override api.

C++ changes:

* Added getParent() and replaceChild() to AnimNode
* Added findByName() and traverse() to AnimNode
* Changed AnimStateMachine to hold nodes by childIndex instead of smart pointer.
  This allows script to replace nodes dynamically via overrideRoleAnimation
2015-11-10 16:34:38 -08:00
Anthony J. Thibault
eacc2cae0c WIP checkpoint 2015-11-09 18:36:23 -08:00
Anthony J. Thibault
af2b3bb9d5 MyAvatar: removed priority, hold and maskedJoints from playAnimation js call 2015-11-09 16:56:49 -08:00
U-GAPOS\andrew
390310f822 swap the order of checks 2015-11-09 14:15:09 -08:00
U-GAPOS\andrew
c07b97920e fix for avatars created with blender 2015-11-09 14:11:45 -08:00
U-GAPOS\andrew
2716a9f2b4 fix IK for feet targets 2015-11-09 13:11:03 -08:00
Anthony J. Thibault
a0f21228f6 AnimGraph support for start and stop animation from JavaScript
Follows the same model as the existing startAnimation and stopAnimation calls.
See kneel.js for an example.
2015-11-09 12:19:01 -08:00
Howard Stearns
314c11e8d4 Make life easier for Sam. 2015-11-06 16:59:46 -08:00
Andrew Meadows
e410030dd9 Merge pull request #6320 from hyperlogic/tony/blender-avatar-ik-fix
IK fix for avatars exported from Blender
2015-11-06 15:00:25 -08:00
Anthony J. Thibault
20d95080f1 IK fix for avatars exported from Blender
This should fix the issue with the hips moving erratically when arm IK
is enabled.  The main issue is that the IK system assumed that the "Hips"
joint was the root of the skeleton.  For Blender avatar this is not the case
as it inserts an "Armature" node at the root instead.
2015-11-05 12:03:45 -08:00
Howard Stearns
aef8b7639d Merge branch 'master' of https://github.com/highfidelity/hifi into away 2015-11-05 11:58:08 -08:00
Anthony J. Thibault
2318e48fa8 AvatarRig: fix for crash when index was -1 2015-11-05 09:43:41 -08:00
Anthony J. Thibault
431a108c35 Bugfixes to expression for !!x expressions
Added stub eval methods. only boolean not, boolean and, boolean or and unary minus
are implemented.
2015-11-04 20:13:17 -08:00
Anthony J. Thibault
04d8a598da First step toward evaluation
* added OpCodes
* added first parser rules
* removed mat4 support from AnimVariantMap
2015-11-04 16:56:34 -08:00
Anthony J. Thibault
a80ab0003c Removed vec literal values 2015-11-04 14:51:05 -08:00
Anthony J. Thibault
32c40d37c0 Removed vec literals tokens and renamed int and float token types 2015-11-04 14:51:05 -08:00
Anthony J. Thibault
4394083138 Added comma token 2015-11-04 14:51:05 -08:00
Anthony J. Thibault
7f0fc4f6eb Added limited floating point support 2015-11-04 14:51:05 -08:00
Anthony J. Thibault
340096d457 Initial version of AnimExpression class with minimal tokenizer 2015-11-04 14:51:05 -08:00
Howard Stearns
94ae1ef638 Fix accumulateTime 2015-11-02 20:37:57 -08:00
Anthony J. Thibault
e3e759248f Merge branch 'master' into tony/anim-sync-blend 2015-11-02 08:37:10 -08:00
Seth Alves
224aeea044 quiet compiler 2015-10-31 08:11:43 -07:00
Howard Stearns
eb9e54de41 Make AnimVariantXXX.xxx consistent. 2015-10-29 19:45:23 -07:00
Howard Stearns
d491ddc3d6 comment. 2015-10-29 19:43:57 -07:00
Howard Stearns
1918f1835c Tolerate AnimVars that are float when we want int, and vice versa. 2015-10-29 19:37:13 -07:00
Howard Stearns
f7d558a252 comment 2015-10-29 19:26:54 -07:00
Howard Stearns
dcc173c93a comment. 2015-10-29 19:21:24 -07:00
Howard Stearns
5d1ba90f1e More readable code. 2015-10-29 19:18:34 -07:00
Howard Stearns
502cc7f580 Don't copy while converting. 2015-10-29 16:44:01 -07:00
Howard Stearns
303491817b assert to get hard error in dev, warning and no-op in release. 2015-10-29 16:35:59 -07:00
Anthony J. Thibault
f7b6fab0c3 Merge branch 'master' into tony/anim-sync-blend 2015-10-29 11:35:48 -07:00
Howard Stearns
4083c5c71b Handle wrapping of very long-lived sessions. 2015-10-29 10:31:36 -07:00
Howard Stearns
d79d0bc5c5 Merge branch 'master' of https://github.com/highfidelity/hifi into expose-anim-vars 2015-10-29 08:25:41 -07:00
Howard Stearns
697b9fb60b Merge pull request #6205 from hyperlogic/tony/eye-lookat-fix
Fixes locally rendered eye gaze
2015-10-28 21:39:54 -07:00
Anthony J. Thibault
5e73af9272 Rig: Removed dt from updateFromEyeParameters() 2015-10-28 18:10:41 -07:00
Anthony J. Thibault
b3734b5ddb Rig: removed redundant method updateEyeJoints()
Instead we call updateEyeJoint() twice, once for each eye.
2015-10-28 10:46:09 -07:00
Anthony J. Thibault
f9dc05c989 Rig::computeMotionAnimationState better filtering of small dt velocities.
Only update _lastVelocity when dt is sufficiently large.
2015-10-27 18:59:02 -07:00
Anthony J. Thibault
ae8938cadc Fix for local eye tracking in AnimGraph
Also moved Rig::updateAnimations() now occurs after
Rig::updateFromHeadParameters() and Rig::updateFromHandParameters().
This should remove a frame of lag for head and hand IK targets.

Rig::updateFromEyeParameters() occurs after Rig::updateAnimations().
But now the eye JointStates are re-computed, this is the actual
fix for the local eye tracking issue.
2015-10-27 18:30:35 -07:00
Anthony J. Thibault
485e36d824 Bug fix for hand IK when using the Owen avatar.
The IK was assiming that the "Hips" bone index was always 0.
This was not the case for Owen.  Now we lookup the Hips index
and cache it for use during the hipsOffset computation.
2015-10-26 17:17:46 -07:00
Howard Stearns
4b4907c9ef Allow multiple scripts to register, and allow them to specify the specific anim vars they are interested in. 2015-10-26 10:04:55 -07:00
Howard Stearns
e11b0add9a Update safety trampoline with correct arguments. 2015-10-24 15:29:49 -07:00
Anthony J. Thibault
06de087802 Filter out velocities computed from position delta if dt is small
While in the HMD, updates can occur with very small deltaTime values.
These this makes the position delta method of computing a velocity very
susceptible to noise and precision errors.
2015-10-23 18:27:20 -07:00
Anthony J. Thibault
e639d53139 Use #include<> for headers not in current working directory. 2015-10-23 08:55:38 -07:00
Howard Stearns
84cfeaec13 Linux QT wants .h-less headers. 2015-10-22 17:01:06 -07:00
howard-stearns
92ddedd44b Make msvc happy. 2015-10-22 16:44:15 -07:00
Anthony J. Thibault
8689170415 Removed sync and timescale from AnimBlendLinear node.
AnimBlendLinearMove will now be used instead.
2015-10-22 16:40:53 -07:00
Anthony J. Thibault
a66f31bb20 Added AnimBlendLinearMove node
AnimBlendLinearMove is now in use by forward, backward and strafe movements.
Tuned rig moving average speeds to be more sensitive.
2015-10-22 16:33:31 -07:00
Howard Stearns
2b7ceffd64 Get rid of globalObject().property("MyAvatar").property("animationStateHandlerResult"). 2015-10-22 16:23:09 -07:00
Howard Stearns
913842ac30 Thread check, for consistency. 2015-10-22 15:31:17 -07:00
Howard Stearns
ecc920199d Return id suitable for use with remover, per comments. 2015-10-22 15:24:24 -07:00
Howard Stearns
1d0464ede5 Name change and thread checks per comments. 2015-10-22 15:15:10 -07:00
Howard Stearns
759e652506 Thread test per comments. 2015-10-22 15:13:14 -07:00
Howard Stearns
30429e8138 Don't use late-breaking results that got reported after the handler was removed. 2015-10-22 11:43:22 -07:00
Howard Stearns
b5ccd49959 Make ubuntu happy. 2015-10-22 11:42:50 -07:00
Howard Stearns
9fd61907f5 Call back to Javascript asynchronously, so that we don't block and the script's engine doesn't have thread conflicts. 2015-10-21 20:50:07 -07:00
Anthony J. Thibault
c83af43d0e Added strafe and backward blending 2015-10-21 17:34:09 -07:00
Anthony J. Thibault
41cce4320a Merge branch 'tony/anim-sync-blend' into test 2015-10-20 17:39:13 -07:00
Howard Stearns
3d2f00c609 Cleaner intgerface, including cleanup. 2015-10-20 17:01:45 -07:00
Anthony J. Thibault
5cd2786c1d First pass at Rig timeScaling and blending between slow, walk and run. 2015-10-20 16:37:05 -07:00
Howard Stearns
4c6867bb9c Merge branch 'master' of https://github.com/highfidelity/hifi into expose-anim-vars 2015-10-20 12:17:00 -07:00
Anthony J. Thibault
11f2d29bf8 AnimBlendLinear: bugfixes for sync flag added timeScale 2015-10-20 10:36:37 -07:00
Andrew Meadows
341bc3666f Merge pull request #6093 from sethalves/hold-action-changes
Hold action changes
2015-10-20 09:19:48 -07:00
Howard Stearns
2213a4bb02 Do not set (just rightHand) anim var if a script has done so. 2015-10-19 20:09:48 -07:00
Anthony J. Thibault
073cec41c4 AnimClip & accumulateTime smoother looping anims
Looping animations should have an extra frame of interpolation between the start and end frames.
2015-10-19 15:49:52 -07:00
Anthony J. Thibault
9b9bd7fe26 AnimNodeLoader: Fix for crash condition
When a node with children had an error loading, it would
lead to a nullptr dereference.
2015-10-19 15:49:50 -07:00
Anthony J. Thibault
2b4788929f AnimBlendLinear: Untested implementation of sync flag.
Move accumulateTime into AnimUtil.
2015-10-19 15:49:49 -07:00
Anthony J. Thibault
3716800b98 Moved AnimPose class into it's own set of files 2015-10-19 15:49:48 -07:00
Andrew Meadows
917bfbf64e hack to reduce hand influence of hips in HMD mode 2015-10-19 15:19:32 -07:00
Howard Stearns
38a967ac54 Allow compiler after someone broke things. 2015-10-16 16:28:11 -07:00
Howard Stearns
91c2d31118 Merge branch 'master' of https://github.com/highfidelity/hifi into expose-anim-vars 2015-10-16 15:51:09 -07:00
Howard Stearns
f25cc93936 Initial prototype of exposing anim vars to javascript. 2015-10-16 10:48:36 -07:00
Seth Alves
462918ffcf cleanups 2015-10-15 14:55:17 -07:00
Seth Alves
4903db45b1 give other avatars an anim-skeleton 2015-10-15 14:21:06 -07:00
Seth Alves
a70ba4cd5a add some accessors 2015-10-15 11:42:53 -07:00
Anthony J. Thibault
e484a904a2 Rotate the avatar to align with the HMD while moving
MyAvatar: refactored updateFromHMDSensorMatrix() a bit by splitting it into several methods, because
it was getting quite large and becoming hard to follow.

* beginStraighteningLean() - can be called when we would like to trigger a re-centering action.
* shouldBeginStraighteningLean() - contains some of the logic to decide if we should begin a re-centering action.
  for now it encapulates the capsule check.
* processStraighteningLean() - performs the actual re-centering calculation.

New code was added to MyAvatar::updateFromHMDSensorMatrix() to trigger re-centering when the avatar speed rises
over a threshold.

Secondly the Rig::computeMotionAnimationState() state machine for animGraph added a state change hysteresis
of 100ms.  This hysteresis should help smooth over two issues.

1) When the delta position is 0, because the physics timestep was not evaluated.
2) During re-centering due to desired motion, the avatar velocity can fluctuate causing undesired animation state fluctuation.
2015-10-13 17:36:00 -07:00
Andrew Meadows
8ebdd25b71 more cleanup 2015-10-12 14:07:23 -07:00
Andrew Meadows
22786dea7d cleanup 2015-10-12 13:35:26 -07:00
Andrew Meadows
44243aaa52 remove some debug code 2015-10-12 11:39:54 -07:00
U-GAPOS\andrew
f01847de14 experimental HMD hips tracking 2015-10-12 11:39:54 -07:00
Andrew Meadows
35d2a5b5ea track tipRotation for HmdHead target 2015-10-12 11:39:54 -07:00
Andrew Meadows
5f1068c404 cleanup and optimization of IK loop 2015-10-12 11:39:54 -07:00
Andrew Meadows
6a96d5f0c5 don't bother to create targets with bad types 2015-10-12 11:39:54 -07:00
Andrew Meadows
bc48f70877 move IKTarget into its own files 2015-10-12 11:39:54 -07:00
Andrew Meadows
56f038d5a7 simpler logic for tracking hips offset 2015-10-12 11:39:54 -07:00
Andrew Meadows
03eaa95258 initial hip translation from IK
works for 2D 3rd person but probably not well for HMD
2015-10-12 11:39:54 -07:00
Anthony J. Thibault
1c2f86f8b7 Fix for sending translation for non-animated joints.
Only the JointState._defaultTranslation needs to be multiplied
by the unitScale in JointState::translationIsDefault().  This
was incorrectly flagging some non-animated joints as animated.
2015-10-08 17:50:22 -07:00
Andrew Meadows
6c2a94fddb remove unused method declarations 2015-10-07 14:17:21 -07:00
Brad Hefta-Gaub
7a85e5b7a7 rename frameIndex to currentFrame 2015-10-07 13:02:58 -07:00
Brad Hefta-Gaub
ef054ffc6d Merge branch 'master' of https://github.com/highfidelity/hifi into animationGroupSettings
Conflicts:
	libraries/networking/src/udt/PacketHeaders.cpp
	libraries/networking/src/udt/PacketHeaders.h
2015-10-07 11:27:50 -07:00
Brad Hefta-Gaub
6eeb64b032 CR feedback 2015-10-07 11:23:24 -07:00
Andrew Meadows
224fc55033 put IK targets in skeleton's model-frame 2015-10-06 16:49:29 -07:00
Brad Hefta-Gaub
016bf4011d cleanup 2015-10-06 16:07:36 -07:00
Brad Hefta-Gaub
1319642a59 fix frame jumping behavior on restart 2015-10-06 15:59:35 -07:00
Brad Hefta-Gaub
be79101a93 Merge branch 'master' of https://github.com/highfidelity/hifi into animationGroupSettings 2015-10-06 15:20:37 -07:00
Anthony J. Thibault
75849db867 Changed (float)fabs() to fabsf() 2015-10-05 12:00:02 -07:00
Brad Hefta-Gaub
f618a2adfa gak - get streaming working again 2015-10-02 17:06:32 -07:00
Anthony J. Thibault
b6b57de1c6 animation lib warning fixes 2015-10-02 16:42:50 -07:00
Brad Hefta-Gaub
57bf69cc48 Merge branch 'master' of https://github.com/highfidelity/hifi into animationGroupSettings
Conflicts:
	libraries/entities/src/ModelEntityItem.cpp
	libraries/networking/src/udt/PacketHeaders.cpp
2015-10-02 14:19:15 -07:00
Brad Hefta-Gaub
02536a5ab9 remove animationSettings from particles, add isEmitting 2015-10-02 14:17:01 -07:00
Brad Hefta-Gaub
e6fb587a8c Merge branch 'master' of https://github.com/highfidelity/hifi into animationGroupSettings 2015-10-02 13:04:14 -07:00
Brad Hefta-Gaub
b27396606b fix first run 2015-10-02 12:34:46 -07:00
Anthony J. Thibault
c0be32d359 Fix for model offset when using Rig Animations. 2015-10-02 11:40:46 -07:00
Anthony J. Thibault
fc7b6dee84 Merge branch 'master' into transmit-joint-translation 2015-10-02 11:40:33 -07:00
Anthony J. Thibault
a1b54945d6 Compute the model offset in the rig, using the bind pose of the hips. 2015-10-02 10:34:34 -07:00
Brad Hefta-Gaub
cf2693e712 working fistFrame lastFrame 2015-10-02 08:31:22 -07:00
Anthony J. Thibault
fa864d29f9 Merge branch 'master' into transmit-joint-translation 2015-10-01 16:55:24 -07:00
Howard Stearns
53e7d5fd7c Merge pull request #5975 from AndrewMeadows/cleanup-legacy-constraints
remove cruft relating to old verlet avatar skeleton simulation
2015-10-01 16:48:33 -07:00
Anthony J. Thibault
fe5ea471a1 AnimClip: read in translations from fbx file and pre-process them
Do the following things to the translations

  1. scale by the model offset, this should move the translations into the correct units (meters).
  2. compute the ratio between the bone length in the animation and the skeleton.
  3. subtract the anim translation from the first translation frame in the animation
     effectively turning it into a bind pose delta translation.
  4. apply bone length ratio to the resulting delta.
  5. set the final translation to be the skeleton rel bind pose + this scaled delta translation
2015-10-01 16:10:33 -07:00
Brad Hefta-Gaub
afe5075e10 Merge pull request #5971 from howard-stearns/AnimVariant-warning-squash
Squash compiler warning in AnimVariant.
2015-10-01 14:41:40 -07:00
Howard Stearns
739545794f Merge pull request #5944 from AndrewMeadows/ik-repairs-007
fix bug: IK attenuates fast underpose animations
2015-10-01 14:27:21 -07:00
Andrew Meadows
09ac01a5e7 remove cruft from old verlet avatar simulation 2015-10-01 13:44:50 -07:00
Brad Hefta-Gaub
91a27e3adf get animation to actually run again 2015-10-01 13:29:07 -07:00
Seth Alves
25cbebb66c Merge branch 'transmit-joint-translation' of github.com:sethalves/hifi into transmit-joint-translation 2015-10-01 13:24:04 -07:00
Seth Alves
8453043038 remove unused variable 2015-10-01 13:23:51 -07:00
Brad Hefta-Gaub
aca25bd76e connect up AnimationPropertyGroup to AnimationLoop 2015-10-01 11:05:16 -07:00
Howard Stearns
335d87134b Squash compiler warning in AnimVariant. 2015-10-01 10:58:31 -07:00
Anthony J. Thibault
d993d39718 Bug fix for deriveBodyFromHMDSensor calculations
The calculation that determined where the body position relative to the HMD
was incorrect, one of the components was in the wrong coordinate frame.

Now use the skeleton's bind pose to compute the proper avatar offsets for the eyes, neck and hips.
Use these offsets to calculate where the hips should be given a specific hmd position and orientation.

Also, added a bug fix for Rig, which would cause a -1 index deference when an avatar was missing
certain named joints, such as, "LeftEye", "Neck" and "Head".
2015-09-30 16:28:33 -07:00
Andrew Meadows
b192d0a9cd make neck IK target type same as head 2015-09-29 17:39:17 -07:00
Anthony J. Thibault
5e2279ed4b AnimManipulator: Don't read defaultAbsPose.trans anim var.
At the moment the manipulator only supports rotations.
2015-09-29 16:37:43 -07:00
Andrew Meadows
a052f5e125 remove commented out debug line 2015-09-29 16:21:08 -07:00
Andrew Meadows
cdae16e07b fix bug: IK attenuates fast underpose animations 2015-09-29 16:11:27 -07:00
Howard Stearns
745a59af1c Default animation is anim graph.
Remove state change logging from animation graph state machine.
2015-09-29 12:48:57 -07:00
Seth Alves
4179e4aa74 merge from upstream 2015-09-28 15:28:10 -07:00
Seth Alves
04eed64c7c fix bug in JointState::translationIsDefault 2015-09-28 15:26:32 -07:00
Anthony J. Thibault
a495a45ed0 unset "lean" when headParams.enableLean is false
Also added AnimVariantMap::dump() which will print out all the
currently set anim vars and their values.
2015-09-28 11:10:22 -07:00
Anthony J. Thibault
c970ff0c0c Reset joint priorities back to 0 for new animation system.
Added Rig::clearJointStatePriorities() to do this.
2015-09-27 18:25:28 -07:00
Anthony J. Thibault
4b31d87bf5 renamed magic constant to FRAMES_PER_SECOND. 2015-09-27 17:52:53 -07:00