Andrew Meadows
d7be5faa9d
unravel rotation code by giving proper names
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The goal is: eliminate dependency on JointState::_combinedRotation
(which is joint-to-world) and store joint-to-model transforms instead
2014-06-02 14:43:25 -07:00
Andrew Meadows
9b3773fa3b
remove 'fromBind' argument to getJointRotation()
2014-06-02 14:20:13 -07:00
Andrew Meadows
a62a270004
merge andrew/inertia into andrew/ragdoll
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Conflicts:
interface/src/avatar/Avatar.cpp
interface/src/renderer/Model.h
2014-06-02 11:56:27 -07:00
Andrew Meadows
9e60b758df
Made JointState transforms private.
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Also changed some function names to be more descriptive.
Using "Hybrid" to describe frame with world-rotation + model-local-origin.
2014-06-02 11:34:59 -07:00
Andrew Meadows
8e7daed2b3
Merge upsrtream/master into andrew/inertia
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Conflicts:
interface/src/renderer/Model.cpp
2014-06-02 11:32:23 -07:00
Andrzej Kapolka
164192fb50
If the skeleton doesn't have eye joints (as with the Fuse models), make up
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some positions based on the head and neck joints.
2014-05-30 11:03:46 -07:00
Andrew Meadows
4eb4334ed8
replace Model::setJointRotation() with JointState::setRotation()
2014-05-30 09:57:32 -07:00
Andrew Meadows
6efa851104
minor cleanup + use 'fraction' instead of 'percent'
2014-05-29 15:44:27 -07:00
Andrew Meadows
2e99d316ac
remove JointState::_translation
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(use corresponding data in FBXJoint instead)
2014-05-29 12:52:05 -07:00
Andrew Meadows
a898fcbf75
move details of getJointRotation() into JointState
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also: remove unused getLeft/RightHandRotation() methods
2014-05-29 11:43:25 -07:00
Andrew Meadows
4cf5628783
move applyRotationDelta() from Model to JointState
2014-05-29 10:00:55 -07:00
Andrew Meadows
9f2a4ae626
Make JointState a proper class
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JointState gets a pointer to its corresponding FBXJoint
2014-05-28 16:49:39 -07:00
Andrew Meadows
13f11e1056
Remove "fromBind" arg in Model::setJointRotation
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It was always set 'true'.
2014-05-28 14:53:32 -07:00
Andrew Meadows
9f72d6ca3f
fix bug -- negate logic around invalid joint index
2014-05-27 15:53:20 -07:00
Andrew Meadows
ae3b792a35
move face/head code from Model into SkeletonModel
2014-05-27 15:28:41 -07:00
Andrew Meadows
6efa417742
move hand/arm stuff from Model to SkeletonModel
2014-05-27 15:06:50 -07:00
Andrzej Kapolka
d4af39a9f5
Working on handling animation priorities to prevent Hydra move/restore from
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interfering with scripted animations.
2014-05-22 14:41:46 -07:00
Andrzej Kapolka
4a23c0cfd9
Fix for arms' getting twisted up with new IK.
2014-05-16 16:25:24 -07:00
Andrzej Kapolka
301234a397
Tabs -> spaces.
2014-05-15 15:34:01 -07:00
Andrzej Kapolka
3eefb6a93e
Rotation bits for alternate IK.
2014-05-15 15:32:32 -07:00
Andrzej Kapolka
7bee0478be
More work on integrating IK solution from Sixense.
2014-05-15 11:30:09 -07:00
Andrzej Kapolka
8388255542
Working on alternate IK mode.
2014-05-14 15:29:16 -07:00
Andrzej Kapolka
cf230d1cc3
PrioVR tweaks.
2014-05-14 13:36:26 -07:00
Andrzej Kapolka
498f9e73ac
Merge branch 'master' of https://github.com/highfidelity/hifi into priority
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Conflicts:
interface/src/avatar/SkeletonModel.cpp
2014-05-14 10:23:44 -07:00
Andrew Meadows
498f2843b0
Fix for bad hand rotations
2014-05-14 09:06:46 -07:00
Andrzej Kapolka
eceb600de7
More work on PrioVR integration.
2014-05-13 14:44:24 -07:00
Andrzej Kapolka
0321821b55
More work on PrioVR integration.
2014-05-13 11:38:24 -07:00
Andrew Meadows
cea472b730
remove the last of Leap specific cruft
2014-05-12 11:48:56 -07:00
Andrew Meadows
49dedb72c9
remove FingerData class and related cleanup
2014-05-12 11:09:12 -07:00
Philip Rosedale
2c6c57eec2
increase hand restoration rate, improve function name clarity
2014-05-08 00:28:02 -07:00
Andrzej Kapolka
963434f784
Try using the head neck/eye rotation updates on the skeleton.
2014-05-02 11:04:52 -07:00
Andrzej Kapolka
141250d51c
Don't constrain elbow when rotating forearm with wrist.
2014-04-23 12:22:24 -07:00
Andrzej Kapolka
0386dec2a6
Provide option to align wrists with forearms.
2014-04-23 12:09:54 -07:00
Andrzej Kapolka
511fc8367f
More work on IK.
2014-04-23 11:34:34 -07:00
Andrzej Kapolka
f7bc1ae62c
Working on integrating rotation into IK.
2014-04-23 10:47:24 -07:00
Andrzej Kapolka
6add0dfb42
Tweaked Hydra "IK" to propagate delta rotations up the hierarchy while
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preserving joint constraints.
2014-04-18 15:04:42 -07:00
Andrzej Kapolka
30248747d6
Provide a means of visualizing the joint constraints.
2014-04-18 14:26:34 -07:00
Stephen Birarda
684c6b5372
run regex header replacement on all cpp files
2014-04-09 09:35:42 -07:00
Andrew Meadows
715f2c53d5
merge upstream/master into avatar-interaction
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Conflicts:
interface/interface_en.ts
2014-04-02 17:28:22 -07:00
Andrew Meadows
933cade6b0
Re-add fullUpdate hint to Model::simulate()
2014-04-02 16:34:33 -07:00
Andrew Meadows
97ba5250a5
Only simulate() Avatar Models when necessary
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Also: rebuild collision shapes when Model scale changes
2014-04-02 12:01:18 -07:00
Andrzej Kapolka
865ca7de20
Align forearms with wrists. Closes #2577 .
2014-04-01 16:01:29 -07:00
Andrew Meadows
b65855a384
merge upstream/master into avatar-interaction
2014-04-01 12:53:47 -07:00
Andrew Meadows
1bbdc9d78b
Adding bounding capsule shape for Model
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Also:
Cleaned up the automatic geometry LOD loading
Removed staticExtents data member from FBXGeometry
Split debug rendering of bounding shapes from joint shapes
2014-04-01 09:25:25 -07:00
Andrew Meadows
5406490719
rename _shapes -> _jointShapes
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also stubbed Model::createBoundingShape()
2014-03-28 11:00:30 -07:00
Stephen Birarda
3c8aa90ae0
Merge pull request #2559 from AndrewMeadows/avatar-interaction-2
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split lean input from lean perturbations
2014-03-28 09:25:36 -07:00
Andrew Meadows
796d20168e
splitting lean input from lean perturbations
2014-03-27 15:30:30 -07:00
Andrew Meadows
c383b69b61
merge upstream/master into enforce-standard
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Conflicts:
interface/src/avatar/Hand.cpp
2014-03-27 10:53:54 -07:00
Andrew Meadows
4c64c11144
making some type casts abide by coding standard
2014-03-26 16:58:47 -07:00
Andrew Meadows
9a4db152ff
avatar responds to hand-vs-head collisions again
2014-03-26 13:20:18 -07:00