Commit graph

88 commits

Author SHA1 Message Date
Clement
d179b91f69 Fix non self-sufficient headers. 2018-12-07 15:26:49 -08:00
Simon Walton
26b9e2e162 Fix a URL while we're in the file 2018-11-02 14:47:40 -07:00
Simon Walton
e64557a46c Clamp the fixed-point network values to their limits 2018-11-02 11:52:40 -07:00
SamGondelman
589e88af4a Merge remote-tracking branch 'upstream/master' into scriptvec3 2018-09-04 17:54:45 -07:00
SamGondelman
283c0c0311 s i m p l i f y 2018-08-23 11:47:56 -07:00
Sam Gondelman
f0986a7f5a Merge branch 'master' into scriptvec3 2018-08-20 10:56:45 -07:00
Clement
2dd70f1fcd Warn against zero-length vectors 2018-08-01 11:39:14 -07:00
Clement
3a140145ae Fix angleBetween potential NaN return value 2018-07-31 13:30:13 -07:00
SamGondelman
16ad9cb5d3 xcolor/rgbcolor conversion 2018-07-11 18:06:06 -07:00
Anthony J. Thibault
ec638d9d91 Avatar can now look straight down without spinning 180.
Also, come code clean up and removal of unnecessary Y_180 flips.
2018-05-14 13:48:04 -07:00
Clément Brisset
39e2a78b1a
Merge pull request #13074 from Atlante45/fix/spec-cam-punchlist
Multifrustum queries punchlist
2018-05-04 15:50:44 -07:00
Ken Cooke
73ce02ce75 Fix asan warnings in byte-unpacking functions 2018-05-04 07:56:44 -07:00
Clement
d774dc2060 WIP Only use conical frustums on the server 2018-05-03 18:19:29 -07:00
Anthony J. Thibault
c8af9c6f04 Missing EPSILON 2018-02-26 10:05:15 -08:00
Anthony J. Thibault
0404b722e4 Code review feedback 2018-02-26 10:00:32 -08:00
Anthony J. Thibault
0469eafbe4 Switch between dualQuats and matrix skinning based on model entity scale factor. 2018-02-22 18:35:16 -08:00
samcake
771c64fc97 Working on the selection highlight js interface 2017-11-15 18:21:07 -08:00
Anthony J. Thibault
09c61deda8 Fixes for Vive puck calibration 2017-09-20 15:41:49 -07:00
Andrew Meadows
6970576bb8 use helper constants in helper code 2017-06-05 08:54:05 -07:00
Andrew Meadows
205e5d7309 add unit tests and fix final bugs 2017-06-05 08:54:05 -07:00
Andrew Meadows
81764f0f71 fix GLMHelpers::generateBasisVectors() 2017-06-05 08:54:05 -07:00
Brad Davis
2d0bbf70ae Migrate core avatar rendering functionality to library 2017-05-04 14:08:59 -07:00
Anthony J. Thibault
dc19f37726 input/controller routing thru skeleton model and rig. 2017-04-25 15:04:47 -07:00
Andrew Meadows
be0ca41eb3 make implicit cast explicit 2016-12-28 18:27:34 -08:00
Brad Davis
901c020aae Optimizations, SIMD and const correctness 2016-12-27 15:39:38 -08:00
Anthony J. Thibault
bcd31e3d99 Adjust size and offset of grab balls to better align with hand controllers.
(cherry picked from commit d97a8c2e7eace2494d3142e8187022a33aedc060)
2016-10-19 15:59:26 -07:00
Brad Davis
5a9be817df PR comments 2016-06-29 10:28:55 -07:00
Brad Davis
21d2c977a3 Remove roll from cursor in HMD 2016-06-28 18:30:07 -07:00
Anthony J. Thibault
a1c32f8c44 Merge branch 'master' into tony/improved-avatar-mixer-precision 2016-05-23 10:24:52 -07:00
Zach Pomerantz
59e17c2d5f Fix abs of unsigned warning 2016-05-17 22:57:29 -07:00
Anthony J. Thibault
2c6b0e5c95 Fix for linux warning. 2016-05-17 17:32:09 -07:00
Anthony J. Thibault
818d1f4601 Added six byte quaternion compression routines & tests 2016-05-16 17:48:54 -07:00
Anthony J. Thibault
9821c276ad warning fix in release 2016-05-09 13:56:56 -07:00
Anthony J. Thibault
7f5296f566 Increased tolerance for near zero length vectors
Also, replaced some magic numbers with constants.
2016-05-09 11:53:09 -07:00
Anthony J. Thibault
641e152699 Eye tracking bug fix and debug rendering improvement
* Bug fix for eye tracking in HMD, the "up" orientation of your eyes now match your head.
* DebugDraw: added drawRay method.
* Application: Renamed preRender to postUpdate
* AvatarManager: added postUpdate method that iterates over all avatars.
* MyAvatar: Renamed preRender to preDisplaySide
* MyAvatar: split preRender code into postUpdate and preDisplaySide.
* Removed "Show who is looking at me", "Render focus indicator" and "Render lookat target" debug draw.
* Split "Show Look At Vectors" into "Show My Look At Vectors" and "Show Other Look At Vectors", to make it easier to debug eye tracking.
* "Show Look at Vectors" now draws the right eye red and the left eye blue.
* Removed Avatar and MyAvatar renderBody
* Removed look at rendering from head.
* GLMHelpers: Bugfix for generateBasisVectors when up primary and secondary axis were orthogonal
2016-05-08 16:20:32 -07:00
Andrew Meadows
4d7efbc43f faster isNaN() and friends 2016-04-14 11:18:10 -07:00
Seth Alves
69bb0ebd74 Revert "faster kinematic motion for entities" 2016-04-04 16:11:54 -07:00
Andrew Meadows
e1602b57fa faster isNaN checks 2016-04-01 13:14:03 -07:00
Anthony J. Thibault
5eeb4ca594 Fix one frame lag controller lag/jitter
Move userInputMapper->update() after inputPlugin->pluginUpdate().
2016-03-11 09:28:25 -08:00
Anthony J. Thibault
0d62b10a8f Added Mat4 support to script
Also, hooked up MyAvatar.sensorToWorldMatrix access to script.
2016-03-07 16:16:14 -08:00
Anthony J. Thibault
111ed65bf8 Controller Pose values are relative to Avatar.
Pass a InputCalibrationData to each inputPlugin and inputDevice.
This contains the most up sensorToWorldMatrix, avatarMat and hmdSensorMatrix.
Each input plugin can use this data to transform it's poses into Avatar space
before sending it up the chain.

This fixes a bug in the handControllerGrab.js script that relied on the hand controller
rotation/positions being in the avatar frame.
2016-02-11 17:18:01 -08:00
Anthony J. Thibault
8bfa80d5fc Merge remote-tracking branch 'upstream/master' into tony/hmd-recenter-on-rotation 2016-01-22 13:37:43 -08:00
Anthony J. Thibault
61b760038a Address feedback from code review 2016-01-22 11:54:28 -08:00
Seth Alves
2633cb1f27 rename NaN functions for vec3 and quat 2016-01-22 11:54:24 -08:00
Seth Alves
a9cf836cb0 added isVec3NaN and isQuatNaN functions 2016-01-22 11:13:55 -08:00
Anthony J. Thibault
a91c181a89 MyAvatar: Recenter when the head turns away from the hips
Compute HMD facing moving average.
When the moving average diverges from the hips by more then 45 degrees, recenter the body.

Also, the follow code has been changed, instead of a follow velocity being passed to the CharacterController
a desired target is passed.  The CharacterController homes toward it's target based on the time remaining.
Any follow deltas applied to move the avatar's position closer to it's target is stored and re-applied
to the bodySensorMatrix.  This centralizes the moving/homing code to one place, the CharacterContoller.

A new FollowHelper class was also introduced, it groups together the data and logic necessary to perform the
re-centering/follow procedure.  This "hopefully" makes it easier to maintain.
2016-01-21 16:38:42 -08:00
Atlante45
1d513cfbba Merge branch 'master' of https://github.com/highfidelity/hifi into particle 2015-12-09 15:09:19 -08:00
Atlante45
bd23a4137e Move toGlm to GLMHelpers 2015-12-03 15:01:17 -08:00
Anthony J. Thibault
b56cf58e33 Fix for mirrored transforms in FBX models
extractScale will now return negative scale for left-handed matrices.
2015-12-02 16:55:04 -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