Anthony J. Thibault
df26f18222
Fix for compilation errors on linux
2015-09-02 13:29:29 -07:00
Anthony J. Thibault
fea030b9a0
Compile and warning fixes for MacOSX.
2015-09-02 12:18:17 -07:00
Anthony J. Thibault
1ae22268ac
Added comment to AnimStateMachine header.
2015-09-02 11:04:52 -07:00
Anthony J. Thibault
d151474446
Merge branch 'master' into ajt/new-anim-system
2015-09-02 10:00:36 -07:00
Anthony J. Thibault
7b4cb8655c
First pass integration of new anim system into rig.
2015-09-01 17:57:01 -07:00
Andrew Meadows
7410baedf0
merge highfidelity/master into andrew/copernicium
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Conflicts:
interface/src/avatar/SkeletonModel.cpp
libraries/animation/src/Rig.cpp
libraries/animation/src/Rig.h
2015-09-01 11:08:01 -07:00
Anthony J. Thibault
2401e6cc4b
Merge branch 'master' into ajt/new-anim-system
2015-09-01 10:58:38 -07:00
Andrew Meadows
47c18fa18a
reduced gravity effect in IK
2015-09-01 09:51:14 -07:00
Andrew Meadows
0e5b357362
revert unintended change to "gravity" term in IK
2015-09-01 09:51:14 -07:00
Andrew Meadows
bdcc68ce36
fix bug: allow IK to iterate more than once
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also changed name of parentTransform to be rootTransform
for more correctness
2015-09-01 09:51:14 -07:00
Andrew Meadows
bb63267e30
fix hand IK rotations or all models
2015-09-01 09:45:14 -07:00
Anthony J. Thibault
0d98ab3365
Normalize scale on AnimSkeleton bind pose.
2015-08-31 17:27:23 -07:00
Anthony J. Thibault
9786954585
Added support for onDone and onLoop triggers.
2015-08-31 12:13:05 -07:00
Anthony J. Thibault
77b857031b
Take timeScale into account during interps & setCurrentFrame()
2015-08-31 11:01:15 -07:00
Anthony J. Thibault
54aa0677f6
Merge branch 'master' into ajt/new-anim-system
2015-08-31 10:47:50 -07:00
Anthony J. Thibault
9d983e0614
Bug fix to AnimNode::setSkeletonModel and AnimNodeLoader.
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Also updated avatar.json to test nested graphs under a SM.
2015-08-28 17:16:32 -07:00
Anthony J. Thibault
19e91bb392
Added basic interpolation support to AnimStateMachine
2015-08-27 21:26:31 -07:00
Anthony J. Thibault
3286a32afc
Initial version of AnimStateMachine.
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No interpolation support, but basic avatar.json is working
with two states and two transitions between them.
2015-08-27 20:41:53 -07:00
Andrew Meadows
d3f06af892
remove PhysicsEntity class
2015-08-27 18:22:12 -07:00
Howard Stearns
96c74ebbd5
Enable Rig Animations is now a developer menu item (rather than requiring javascript to set). Also turning it off resets you to bind pose and deliberately throws away old animations.
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Default animations are the new ones for our standard T-pose. (Had been for the double-A pose fightbot.)
Rig state machine now does "backup", and doesn't apply strafe while turning.
2015-08-27 12:25:40 -07:00
Anthony J. Thibault
637e3b0a15
Added triggers to AnimVariantMap.
2015-08-27 10:41:01 -07:00
Anthony J. Thibault
a04f356857
Merge branch 'master' into ajt/new-anim-system
2015-08-27 09:32:53 -07:00
Anthony J. Thibault
b7a9b54628
Better AnimDebugDraw rendering
2015-08-26 16:42:08 -07:00
Seth Alves
695ffa29c7
call setup_memory_debugger from common macros rather than from every CMakeLists.txt file
2015-08-26 11:09:59 -07:00
Anthony J. Thibault
46c1e008bc
Merge branch 'master' into ajt/new-anim-system
2015-08-26 10:37:39 -07:00
Anthony J. Thibault
0c02a338f2
Added support for setting Variants in the json file.
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For example: the avatar.json file was updated to use the "sine" Variant
to drive the Overlay alpha parameter.
2015-08-25 20:57:01 -07:00
Anthony J. Thibault
4abf0cbd63
AnimVariantMap is used in eval, MyAvatar loads avatar.json via url
2015-08-25 20:28:17 -07:00
Brad Davis
d311e4f2ea
Fixing problems reported by static analysis tool
2015-08-25 19:18:55 -07:00
Anthony J. Thibault
496c706bba
Added AnimVariantMap argument to evaluate.
2015-08-25 11:59:24 -07:00
Anthony J. Thibault
62f86e6a46
Added AnimVariant, renamed AnimClipTests to AnimTests.
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* Added test for AnimVariant.
2015-08-25 11:33:57 -07:00
Anthony J. Thibault
4bdb00bbc5
Added setCurrentFrame interface to AnimClip.
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This will recurse the tree and call setCurrentFrameInternal on each node.
This method can be overriden, currently the only meaningful implementation is AnimClip.
2015-08-25 09:58:36 -07:00
Anthony J. Thibault
7a2ca047cb
Added network resource download support to AnimNodeLoader.
2015-08-24 19:00:12 -07:00
Anthony J. Thibault
5a73aef1f8
AnimSkeleton more accurate bind pose generation.
2015-08-24 16:19:16 -07:00
Anthony J. Thibault
fa5256eefd
Merge branch 'master' into ajt/new-anim-system
2015-08-24 14:32:28 -07:00
Anthony J. Thibault
80d3ae68c2
Removed redundant ends with ‘fbx’ check.
2015-08-21 22:11:53 -07:00
Anthony J. Thibault
b7009b4631
Fix for animation resources
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The problem was that the invokeMethod between the AnimationReader thread
and the main thread was failing, because FBXGeometry* wasn't a registered meta type.
So, I ended up normalizing the AnimationReader class to be more like GeometryReader,
in that it uses singles and slots to communicate success and failure, rather then
invokeMethod.
2015-08-21 16:09:06 -07:00
Brad Davis
c3991dbb8c
Merge pull request #5622 from hyperlogic/ajt/network-geometry-refactor
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ResourceCache, NetworkGeometry and Model refactoring and optimizations.
2015-08-20 23:57:16 -07:00
Anthony J. Thibault
1b3d7fabc8
ResourceCache, NetworkGeometry and Model refactoring and optimizations.
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* Removed validation logic from Resource class, Qt does this internally and is more
standards compliant. This should result in more accurate caching and faster resource
fetching when cache is stale and validation fails.
* Added loaded and failed slots to Resource class, so it does not have to be polled.
* NetworkGeometry now uses multiple Resource objects to download
the fst/mapping file and the fbx/obj models.
* NetworkGeometry is no longer a subclass of Resource
* NetworkGeometry now has signals for success and failure, you no longer
have to poll it to determine when loading is complete (except for textures *sigh*)
Some functionality was removed
* NetworkGeometry no longer has a fallback
* NetworkGeometry no longer loads LODs or has lod logic.
* The number of FBXGeometry copies is greatly reduced.
* Model::setURL no supports fallback URL, delayLoad or retainCurrent option.
This can result in a pop when switching avatars, and there's no longer a default
if avatar loading fails.
2015-08-20 18:59:51 -07:00
Seth Alves
c25082d86f
use -fsanitize=address in all code rather than just the top-level links
2015-08-20 10:14:16 -07:00
Philip Rosedale
01108bdf6b
Merge pull request #5573 from howard-stearns/sync-eyes-and-vectors
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Synchronize eye joint and debugging vectors
2015-08-17 16:56:01 -07:00
Howard Stearns
d28c555a79
Synchronize eye joint and debugging vectors when the other avatar is looking at me.
2015-08-14 16:47:34 -07:00
Andrew Meadows
488f6aa7d8
fix bug in ElbowConstraint::apply()
2015-08-12 13:34:23 -07:00
Howard Stearns
295d655eec
Merge pull request #5545 from AndrewMeadows/chlorine
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rotation constraints in preparation for inverse kinematics
2015-08-11 09:19:16 -07:00
Andrew Meadows
8e82e48f76
remove more std::max/min favor of glm utilities
2015-08-11 08:17:54 -07:00
Andrew Meadows
a38c1c82d1
use glm::clamp() instead if std::max() and min()
2015-08-10 23:08:36 -07:00
Andrew Meadows
80b36f9f12
fix typo
2015-08-10 15:11:00 -07:00
Seth Alves
b26d6d2b9c
Merge pull request #5542 from ZappoMan/RenderableModelEntityItemOptimization
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Renderable model entity item optimizations
2015-08-10 15:10:12 -07:00
Andrew Meadows
43bf4a85d2
add RotationConstraint and friends
2015-08-10 14:48:22 -07:00
Howard Stearns
964d04d24f
Restore correct space for eye joint rotations.
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Also, do not correct for camera position on my avatar. (That will be done by zero or one receivers.)
2015-08-10 12:34:01 -07:00
ZappoMan
ae958dd42d
Merge branch 'master' of https://github.com/highfidelity/hifi into RenderableModelEntityItemOptimization
2015-08-10 09:59:45 -07:00