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Branch: IntegrationSB
Commits on Aug 18, 2014
  1. Test: moving the character following his path on the server, but with…

    Laefy committed Aug 18, 2014
    … the speed
    
    retrieved from SmartBody.
Commits on Aug 17, 2014
  1. Getting back to a clean state.

    Laefy committed Aug 17, 2014
    * Using the classical MovingAnimation.
    * Interrupting requests directly in SmartBodyRepresentation again.
  2. Clean up src/components/sb code.

    Laefy committed Aug 17, 2014
    	* Proper documentation.
    	* Reorganize the order of the methods.
    	* Opening braces on the same line than if(), while(), for() statements.
    	* Suppress unused parameters in SmartBodyGestures::SmartBodyGestures().
Commits on Aug 11, 2014
  1. Addition of the SmartBodyIntuitiveAnimation class (uses blends of ani…

    Laefy committed Aug 11, 2014
    …mations instead of
    
    postures to animate characters).
    
    Has to be corrected:
    	* eyes of the characters flying,
    	* interruption doesn't seem to work (consequence: impossible to switch from
    		IntuitiveAnimation to StaticAnimation),
    	* using x instead of z axis when calculating z parameter in the locomotion blend.
Commits on Aug 4, 2014
  1. Addition of mReadyTime member into SmartBodyAnimationInstance to manage

    Laefy committed Aug 4, 2014
    the duration of the blend between two consecutive animations.
  2. Using a single map to contain the animations in the SmartBodyAnimatio…

    Laefy committed Aug 4, 2014
    …nManager
    
    (instead of a map and three vectors).
Commits on Aug 1, 2014
  1. Restructuration of SmartBodyAnimation.

    Laefy committed Aug 1, 2014
    The animations are now handled through a SmartBodyAnimationManager. They are
    divided in three categories:
    	* SmartBodyMovingAnimation => set of motions that implies a movement
    of the character.
    	* SmartBodyStaticAnimation => set of motions that doesn't make the
    character change his position (not compatible with MovingAnimations).
    	* SmartBodyGestureAnimation => set of motions that are played only
    once (whereas Moving/StaticAnimations concern the posture of the character).
Commits on Jul 30, 2014
Commits on Jul 28, 2014
  1. Using an index (instead of a string) comparison to know which bone is…

    Laefy committed Jul 28, 2014
    … the
    
    base joint into the loop updating the bone positions.
  2. Fix the segmentation fault happening when relogging.

    Laefy committed Jul 28, 2014
    This commit will be updated when it will be possible to free bml requests.
Commits on Jul 21, 2014
  1. Addition of mTranslation member to SmartBodyRepresentation.

    Laefy committed Jul 21, 2014
    This variable (type = double) will be used by ModelHumanoidAttachment
    to set the position of the scene node accordingly to the movement.
    We also fix the z-position of the base joint, as this will be handled
    by ModelHumanoidAttachment.
  2. Addition of the boilerplate.

    Laefy committed Jul 21, 2014
  3. Addition of ModelHumanoidAttachment.

    Laefy committed Jul 21, 2014
    ModelHumanoidAttachment is derived from ModelAttachment. It is overriding setPosition()
    to adjust the new position of the scene node a humanoid model is connected to, in order
    to make motions look realistic (takes account of acceleration/deceleration stages during
    movement transitions).
  4. Addition of ModelRepresentationHumanoid::isOgreAnimated() method.

    Laefy committed Jul 21, 2014
    It will be used by ModelAttachmentHumanoid to know whereas this representation
    should be treated as a normal ModelRepresentation, or if it must alter the position
    sent by the server to smooth the motion and make it look realistic.
  5. Fix the inclination of the lower part of the body during locomotion

    Laefy committed Jul 17, 2014
    animations.
    
    * Remove setupMotion method (used only by SmartBodyLocomotion, but SBMotion::
    buildJointTrajectory() was the cause of this strange inclination).
    * Remove the content of SmartBodyLocomotion::applyRetargeting (it applied contraints on
    the joint trajectory created into setupMotion()).
    * Add some documentation.
  6. Use std::map<std::string, std::string> instead of std::vector

    Laefy committed Jul 17, 2014
    <std::string> to represent mBones in SmartBodySkeletonMap.
  7. NULL => nullptr.

    Laefy committed Jul 17, 2014
  8. Remove //#define NDEBUG.

    Laefy committed Jul 17, 2014
  9. Use enum class instead of enum.

    Laefy committed Jul 17, 2014
  10. Fcn(void) => Fcn().

    Laefy committed Jul 17, 2014
  11. Fix bug with manual bones.

    Laefy committed Jul 17, 2014
    If both manual bones and shared skeleton are used, a bug in Ogre will only apply the bone transformations to the first entity. This code fixes that.
Commits on Jul 16, 2014
  1. Correct ogre/Makefile.am.

    Laefy committed Jul 16, 2014
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