Commit graph

938 commits

Author SHA1 Message Date
David Rowe
9a9d190918 Remove unnecessary duplicate function 2018-07-26 20:26:13 +12:00
David Rowe
baf88ab508 Revise scriptable resource caches' interfaces 2018-07-26 16:12:16 +12:00
amantley
fee05b6b8d debug of anim state machine tree traversal 2018-07-25 17:46:19 -07:00
David Rowe
16e06de9cd Move scriptable caches into scripting interfaces
Removed non-working getResource() API functions.
2018-07-25 22:10:14 +12:00
amantley
b91df1b2d4 cleaned up stray files and old hud code 2018-07-24 17:25:27 -07:00
amantley
04dbafeedc removed the hard coded reference speeds in Rig.cpp. we now use the characteristic speeds from the avatar-animation.json file for blending. the computation of the blend alphas takes place in AnimBlendLinearMove.cpp 2018-07-24 17:13:57 -07:00
luiscuenca
e7d70a832d Pole Vectors always calculated when arms are crossed 2018-07-24 08:58:17 -07:00
amantley
aa92865b21 added the code to display the alphas for the motion blends 2018-07-23 17:45:24 -07:00
luiscuenca
8f547d9bdd fix warnings 2018-07-23 16:37:25 -07:00
luiscuenca
94bb8fc917 More unused code 2018-07-23 15:29:42 -07:00
luiscuenca
4a27189913 function consistancy 2018-07-23 14:27:55 -07:00
luiscuenca
2adb334034 unused code deleted 2018-07-23 14:25:30 -07:00
luiscuenca
9d2d7c3aa4 Redesign and enable hand's Pole Vectors for elbow simulation 2018-07-23 13:16:11 -07:00
amantley
65160e4513 changed the middle reference speed for forward movement so that run doesn't get blended into walk 2018-07-20 14:07:24 -07:00
amantley
6db108e78e added a third reference speed to the lateral speeds in rig.cpp 2018-07-19 15:27:57 -07:00
SamGondelman
9929529f30 vec3 conversion 2018-07-11 14:18:22 -07:00
Anthony Thibault
f56c0a3a3f
Merge pull request #13502 from luiscuenca/eyelidFix
Fix closed eyelids when head is tilted down
2018-07-05 08:50:22 -07:00
Anthony J. Thibault
3a88582f42 Bug fix for feet poleVector smoothing.
This bug was introduced when I renamed the variable from poleVector to sensorPoleVector for readablity.
2018-07-02 15:16:47 -07:00
Anthony J. Thibault
fff4348a0f Bug fix for poleVector smoothing
Needs to occur in sensor space rather then avatar space.
2018-06-29 17:54:21 -07:00
luiscuenca
24d03ace4c Changes from CR and decreased looking at angle to mitigate freaky eyes 2018-06-29 14:34:17 -07:00
Andrew Meadows
6331395a89 remove crash mode in invokable methods 2018-06-15 10:27:35 -07:00
Anthony J. Thibault
94c39bc4af Better fix for looking down at your own body. 2018-06-05 14:43:33 -07:00
Anthony J. Thibault
c3d1daf855 Merge branch 'master' into nativeCGCode 2018-06-04 09:32:38 -07:00
David Rowe
e44e7ca35f Fix up Resource and resource cache APIs' JSDoc 2018-05-21 11:57:16 +12:00
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
Clement
da9fb9c751 Fix non self-sufficient headers 2018-05-04 16:26:41 -07:00
David Rowe
e95c38d939 Merge branch 'master' into 21856-g
# Conflicts:
#	libraries/model-networking/src/model-networking/TextureCache.h
2018-05-03 21:03:14 +12:00
David Rowe
48632be3c2 Fix up cache APIs' JSDoc 2018-05-02 16:12:48 +12:00
David Rowe
1aa28b7f54 Merge remote-tracking branch 'upstream/master' into 21856-d
# Conflicts:
#	interface/src/LODManager.h
2018-05-02 07:50:55 +12:00
Oren Hurvitz
69b97b423f Added a missing 'break' in AnimExpression::evalUnaryMinus() 2018-04-30 15:42:45 +03:00
David Rowe
2cc3ed6287 List which contexts each namespace and object is available in 2018-04-28 20:00:28 +12:00
David Rowe
08dc9b133f Docs to JSDoc review 2018-04-26 21:10:28 +12:00
milad nazeri
23d07fa292 fixed spacing issue 2018-04-24 13:14:55 -07:00
milad nazeri
1121fe8da0 fix tabs 2018-04-23 21:47:53 -07:00
milad nazeri
4ac06fe99f Updating previous jsdocs 2018-04-22 22:22:33 -07:00
milad nazeri
e9b9c05b5d removed cruft 2018-04-22 08:51:47 -07:00
Anthony Thibault
dc9c9fd0ee
Merge pull request #12683 from hyperlogic/bug-fix/reduce-elbow-flapping
Reduce avatar elbow fluttering by disabling pole vectors
2018-04-02 10:51:28 -07:00
John Conklin II
563ff61325
Merge pull request #12661 from SamGondelman/android
Android: Stats, disable IK, reduce impact of InputRecorder
2018-03-23 11:08:50 -07:00
Anthony J. Thibault
f19b1d9890 Fix for character walk animations in desktop mode. 2018-03-20 18:12:55 -07:00
Anthony J. Thibault
69f462baeb Disable elbow pole vectors, solve from joint limit centers. 2018-03-19 18:53:00 -07:00
SamGondelman
06c0b3afd3 disable IK on android, input recorder doesn't do anything if off 2018-03-16 16:52:12 -07:00
Anthony J. Thibault
f6c4f6b9c4 Fix for arm IK jitter
When in HMD mode, holding your hand controller in front of your face, would often result in a 1-2 mm pop in wrist position.
This was due to a problem in the IK elbow constraint.
When the swing rotation out of the elbow's reference frame was close to but not exactly identity it would not be properly constrainted.
But when the magnitude of that swing became big enough the constraint would engage.
This small change in swing rotation was noticable as a 1-2 mm movement in the wrist.
2018-03-15 13:06:27 -07:00
David Rowe
75189e292d Fix OSX / Linux warning 2018-03-13 10:22:50 +13:00
David Rowe
945858876e Use std::vector<> instead of QVector 2018-03-13 09:53:25 +13:00
David Rowe
5acc605ba0 Fix OSX / Linux warning 2018-03-12 16:03:31 +13:00
David Rowe
957d39b0b1 Fix rotation and position of meshes attached to eye joints 2018-03-11 14:49:23 +13:00
Seth Alves
bf73df1265 more logging for fogbugz 11748 2018-02-20 15:45:47 -08:00
John Conklin II
309c2ecba1
Merge pull request #12239 from druiz17/fix-camera-update
Do not override sensorToWorldMatrix if animGraph is loading or failed to load
2018-02-13 15:10:13 -08:00
John Conklin II
d084e58f48
Merge pull request #12328 from Atlante45/fix/misc-bugs
Misc bug fixes
2018-02-12 14:31:38 -08:00
Dante Ruiz
d381beb213 cleaning up code 2018-02-12 10:53:42 -08:00
Dante Ruiz
0c5c4679fb Merge branch 'master' of github.com:highfidelity/hifi into fix-camera-update 2018-02-05 14:25:54 -08:00
Anthony Thibault
819af96fcc
Merge pull request #12331 from ctrlaltdavid/21732
Fix scaling of avatar submeshes attached to joints
2018-02-05 10:19:18 -08:00
David Rowe
9818674549 Fix scaling of avatar submeshes attached to joints 2018-02-03 15:06:47 +13:00
Dante Ruiz
d593e7107c fix merge conflict 2018-02-02 13:29:31 -08:00
Atlante45
8ebb3e52d8 Misc bug fixes 2018-02-02 13:10:49 -08:00
John Conklin II
cbdbf51ccd
Merge pull request #12317 from hyperlogic/feature/remove-ik-hips-offset
Removal of hips offset shifting from AnimInverseKinematics node
2018-02-01 15:30:08 -08:00
Anthony J. Thibault
b23f98b311 Removal of hips offset shifting from AnimInverseKinematics node
With the addition of the hips IK target, the hips offset shifting code is no longer necessary.
This PR should not effect any behavior, but it removes this unused code from the animation system.
2018-01-31 17:56:33 -08:00
Anthony J. Thibault
ed67a5b408 Fix avatars with extra joints during mirrored animations
When the avatar is rotated it will play a mirrored and non mirrored versions of the rotation animation.
The mirrored version would also mirror extra joints on the model, yielding unexpected results.
This refines the logic that determines which joints are NOT mirrored, so that extra joints
remain unaffected by the mirrored animation playback.
2018-01-30 16:51:39 -08:00
Seth Alves
b6f7d2eb89 print warnings if head position contains not-a-number 2018-01-25 15:15:59 -08:00
Dante Ruiz
b7ba7862aa give animGrapgh loader a high priority 2018-01-24 11:18:42 -08:00
Anthony J. Thibault
cd4d9255bd Added defaultPoseFlags to avatar protocol
Change rotationSet to rotationIsDefaultPose for JointData
Also for translation.  Fixed all code to flip boolean value.
Created EntityJointData so that the ModelEntity stuff doesn't need to change.
2018-01-19 15:34:27 -08:00
Seth Alves
33c586de60
Merge pull request #12188 from hyperlogic/feature/small-anim-refactor
Remove dangerous "Use Anim Pre and Post Rotations" menu item
2018-01-17 13:41:51 -08:00
Anthony J. Thibault
bc587bf6d8 Removal of legacy Rig methods 2018-01-16 18:19:35 -08:00
Anthony J. Thibault
576273efe3 Remove Rig::restoreJointPosition and references to it. 2018-01-16 18:01:58 -08:00
Anthony J. Thibault
1027025b5c remove bind poses from AnimSkeleton. 2018-01-16 17:41:25 -08:00
Anthony J. Thibault
51ea2632c0 Remove Avatar UseAnimPreAndPostRotations option.
This should always be true and can lead to hard to diagnose bugs if it is ever set to false.
2018-01-16 17:27:19 -08:00
humbletim
08ccda9cfc rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
Anthony Thibault
0a54241fe3
Merge pull request #12092 from hyperlogic/feature/dual-quat
Fix tootsie roll wrists and shoulders with dual quaternion skinning
2018-01-12 16:30:03 -08:00
Anthony J. Thibault
bfd18e3696 unused variable warning fix 2018-01-12 09:07:50 -08:00
Anthony J. Thibault
983e1fe075 warning fixes: removed unused variable. 2018-01-11 17:57:58 -08:00
Anthony J. Thibault
4e4ac6c54d Merge branch 'master' into bug-fix/elbow-glitch-fix 2018-01-11 17:57:41 -08:00
Anthony J. Thibault
7753b8a0b5 Merge branch 'master' into feature/dual-quat 2018-01-11 17:31:29 -08:00
Anthony J. Thibault
467a7eaf2d Fix for elbow glitches
The pole vector constraint calculation within the IK system would sometimes compute the incorrect rotations.
This would be visible as an instantaneous snap of the elbow joint as the bicep was curled.

When applying pole vector constraints, there needs to be two methods of determining the current orientation of the elbow joint.
One for when the arm/elbow joint is bent, and one for when the arm/elbow is straight.
Previously, the way we would switch between these two solutions could cause a large rotation delta to accur between very small angles.
Now we use the more accurate method (1) more often, and we smoothly blend between the solutions as the joint gets straighter.
2018-01-11 15:40:53 -08:00
Anthony J. Thibault
ae997928c1 Bug fix to prevent wrists entering the avatar's torso.
This was inadvertently disabled in PR #11978.
2018-01-10 11:51:44 -08:00
Anthony J. Thibault
d08f94a74d Code review feedback
* Removed AnimPose::fuzzyEqual
* Fixed DualQuaternion ctor
2018-01-08 13:36:23 -08:00
Anthony J. Thibault
515d13a4c1 WIP checkpoint 2018-01-04 16:09:08 -08:00
Anthony J. Thibault
565875e823 WIP first attempt at dual quat skinning 2018-01-04 16:09:02 -08:00
Anthony J. Thibault
e2df9e29e2 Fix for crash in AnimSkeleton::getNumJoints()
When initAnimGraph is called it asynchronously loads the Animation graph in the background.
If the model url is changed, or the Model is deleted in between the initial load and it's completion,
It's possible to access a bad Rig::_animSkeleton pointer.
The fix is to hold onto the _animSkeleton pointer via a weak ref.
2017-12-15 16:46:27 -08:00
Anthony J. Thibault
9f54ce55f3 Change domain setting from min/max avatar scale to min/max avatar height
* Domain settings version has been bumped from version 2.0 to 2.1
* Old domain settings for avatar scale will be auto-converted to avatar height
* Avatar code has been changed so that limitDomainScale() works with the new height limits
* Avatar getUnscaledEyeHeight() was added to C++.
* MyAvatar.getHeight() was added to JS.
2017-11-21 13:25:47 -08:00
luiscuenca
bf0d55aa98 9267 Fix not restoring animations after changing view modes 2017-11-15 15:04:24 -07:00
Anthony J. Thibault
4169e11e77 Merge branch 'master' into bug-fix/div-by-zero 2017-11-10 10:15:26 -08:00
Anthony J. Thibault
9724a5e5b8 Fix for address sanitizer warning
This fixes a potential null pointer dereference.
2017-11-09 10:53:36 -08:00
luiscuenca
81509b3e92 coding standard 2017-11-02 10:34:57 -07:00
luiscuenca
9e0e1ab5a5 erase comment 2017-11-01 19:56:16 -07:00
luiscuenca
e201e82ec2 formatting 2017-11-01 19:45:56 -07:00
luiscuenca
6a2dc38fdd restoring previous roles 2017-11-01 19:38:37 -07:00
luiscuenca
da63e85699 Bug 8270 fixed 2017-11-01 09:17:04 -07:00
Andrew Meadows
c79bf3bc04 cleanup WANT_DETAILED_PROFILING 2017-10-19 14:31:50 -07:00
Andrew Meadows
339edc67c8 ifdef out more per-frame-per-entity profiling 2017-10-16 17:27:53 -07:00
Anthony J. Thibault
fe57a20979 div by zero fix 2017-10-10 16:22:49 -07:00
Anthony J. Thibault
18d723b6b4 div by zero fixes, detected by address sanitizer 2017-10-10 16:17:39 -07:00
SamGondelman
a6f2545511 fix local t pose 2017-10-03 12:51:37 -07:00
SamGondelman
b8ea6c22fa no tpose when switching avatars
(cherry picked from commit fcfac9efc0)
2017-09-29 13:47:09 -07:00
SamGondelman
306cf883fe don't reload animGraph if url didn't change 2017-09-26 18:18:41 -07:00
Anthony J. Thibault
573985c7c9 Merge branch 'master' into feature/ant-man 2017-08-28 09:27:04 -07:00
Anthony J. Thibault
5042b90052 Rig: Fix for debug mode assert 2017-08-24 10:47:48 -07:00
Brad Hefta-Gaub
afce8b547a Merge pull request #11197 from hyperlogic/bug-fix/prevent-rig-crash-in-lambda
Rig: Use a registry to prevent use after free crashes/corruption
2017-08-23 15:09:28 -07:00
Anthony J. Thibault
aef19c6f97 Rig: Use a registry to prevent use after free crashes/corruption
Create a global registry to hold all the currently active Rig instances.
Use this registry and it's mutex to prevent accessing the rig after it has already been destroyed,
or is in the process of being destroyed on the main thread.
2017-08-15 18:28:51 -07:00
Anthony J. Thibault
e9b8e5431d Fix for incorrectly scaled bounding volumes when switching avatars
Make sure to explicitly set the _geometryToRigTransform in Rig::initJointStates().

This should fix small bounding volume when switching from the Gamebot avatar (which has 0.008 scaling)
to another avatar (which ususally have 0.01 scaling).
2017-08-15 17:26:51 -07:00
Anthony J. Thibault
f46198c2fd Simplified/Improved avatar capsule calculation
IK is no longer performed during capsule calculation, This fixes an issue with the mannequin avatar in the marketplace.
Specifically, it was causing the hips to rise during IK which would result in an incorrectly sized and offset capsule.
2017-08-15 13:48:10 -07:00