Imported existing code
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indra/llcharacter/llcharacter.h
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289
indra/llcharacter/llcharacter.h
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/**
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* @file llcharacter.h
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* @brief Implementation of LLCharacter class.
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLCHARACTER_H
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#define LL_LLCHARACTER_H
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//-----------------------------------------------------------------------------
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// Header Files
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//-----------------------------------------------------------------------------
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#include <string>
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#include "lljoint.h"
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#include "llmotioncontroller.h"
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#include "llvisualparam.h"
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#include "string_table.h"
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#include "llmemory.h"
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#include "llthread.h"
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class LLPolyMesh;
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class LLPauseRequestHandle : public LLThreadSafeRefCount
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{
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public:
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LLPauseRequestHandle() {};
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};
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typedef LLPointer<LLPauseRequestHandle> LLAnimPauseRequest;
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//-----------------------------------------------------------------------------
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// class LLCharacter
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//-----------------------------------------------------------------------------
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class LLCharacter
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{
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public:
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// Constructor
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LLCharacter();
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// Destructor
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virtual ~LLCharacter();
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//-------------------------------------------------------------------------
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// LLCharacter Interface
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// These functions must be implemented by subclasses.
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//-------------------------------------------------------------------------
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// get the prefix to be used to lookup motion data files
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// from the viewer data directory
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virtual const char *getAnimationPrefix() = 0;
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// get the root joint of the character
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virtual LLJoint *getRootJoint() = 0;
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// get the specified joint
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// default implementation does recursive search,
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// subclasses may optimize/cache results.
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virtual LLJoint *getJoint( const std::string &name );
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// get the position of the character
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virtual LLVector3 getCharacterPosition() = 0;
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// get the rotation of the character
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virtual LLQuaternion getCharacterRotation() = 0;
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// get the velocity of the character
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virtual LLVector3 getCharacterVelocity() = 0;
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// get the angular velocity of the character
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virtual LLVector3 getCharacterAngularVelocity() = 0;
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// get the height & normal of the ground under a point
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virtual void getGround(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm) = 0;
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// allocate an array of joints for the character skeleton
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// this must be overloaded to support joint subclasses,
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// and is called implicitly from buildSkeleton().
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// Note this must handle reallocation as it will be called
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// each time buildSkeleton() is called.
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virtual BOOL allocateCharacterJoints( U32 num ) = 0;
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// skeleton joint accessor to support joint subclasses
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virtual LLJoint *getCharacterJoint( U32 i ) = 0;
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// get the physics time dilation for the simulator
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virtual F32 getTimeDilation() = 0;
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// gets current pixel area of this character
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virtual F32 getPixelArea() const = 0;
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// gets the head mesh of the character
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virtual LLPolyMesh* getHeadMesh() = 0;
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// gets the upper body mesh of the character
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virtual LLPolyMesh* getUpperBodyMesh() = 0;
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// gets global coordinates from agent local coordinates
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virtual LLVector3d getPosGlobalFromAgent(const LLVector3 &position) = 0;
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// gets agent local coordinates from global coordinates
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virtual LLVector3 getPosAgentFromGlobal(const LLVector3d &position) = 0;
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// updates all visual parameters for this character
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virtual void updateVisualParams();
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virtual void addDebugText( const std::string& text ) = 0;
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virtual const LLUUID& getID() = 0;
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//-------------------------------------------------------------------------
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// End Interface
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//-------------------------------------------------------------------------
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// registers a motion with the character
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// returns true if successfull
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BOOL registerMotion( const LLUUID& id, LLMotionConstructor create );
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void removeMotion( const LLUUID& id );
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// returns an instance of a registered motion, creating one if necessary
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LLMotion* createMotion( const LLUUID &id );
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// returns an existing instance of a registered motion
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LLMotion* findMotion( const LLUUID &id );
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// start a motion
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// returns true if successful, false if an error occurred
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virtual BOOL startMotion( const LLUUID& id, F32 start_offset = 0.f);
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// stop a motion
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virtual BOOL stopMotion( const LLUUID& id, BOOL stop_immediate = FALSE );
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// is this motion active?
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BOOL isMotionActive( const LLUUID& id );
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// Event handler for motion deactivation.
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// Called when a motion has completely stopped and has been deactivated.
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// Subclasses may optionally override this.
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// The default implementation does nothing.
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virtual void requestStopMotion( LLMotion* motion );
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// periodic update function, steps the motion controller
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enum e_update_t { NORMAL_UPDATE, HIDDEN_UPDATE, FORCE_UPDATE };
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void updateMotions(e_update_t update_type);
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LLAnimPauseRequest requestPause();
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BOOL areAnimationsPaused() { return mMotionController.isPaused(); }
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void setAnimTimeFactor(F32 factor) { mMotionController.setTimeFactor(factor); }
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void setTimeStep(F32 time_step) { mMotionController.setTimeStep(time_step); }
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LLMotionController& getMotionController() { return mMotionController; }
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// Releases all motion instances which should result in
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// no cached references to character joint data. This is
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// useful if a character wants to rebuild it's skeleton.
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virtual void flushAllMotions();
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// Flush only wipes active animations.
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virtual void deactivateAllMotions();
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// dumps information for debugging
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virtual void dumpCharacter( LLJoint *joint = NULL );
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virtual F32 getPreferredPelvisHeight() { return mPreferredPelvisHeight; }
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virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset) { return LLVector3::zero; }
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virtual LLJoint* findCollisionVolume(U32 volume_id) { return NULL; }
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virtual S32 getCollisionVolumeID(std::string &name) { return -1; }
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void setAnimationData(std::string name, void *data);
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void *getAnimationData(std::string name);
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void removeAnimationData(std::string name);
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void addVisualParam(LLVisualParam *param);
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void addSharedVisualParam(LLVisualParam *param);
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BOOL setVisualParamWeight(LLVisualParam *which_param, F32 weight, BOOL set_by_user = FALSE );
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BOOL setVisualParamWeight(const char* param_name, F32 weight, BOOL set_by_user = FALSE );
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BOOL setVisualParamWeight(S32 index, F32 weight, BOOL set_by_user = FALSE );
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// get visual param weight by param or name
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F32 getVisualParamWeight(LLVisualParam *distortion);
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F32 getVisualParamWeight(const char* param_name);
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F32 getVisualParamWeight(S32 index);
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// set all morph weights to 0
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void clearVisualParamWeights();
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// see if all the weights are default
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BOOL visualParamWeightsAreDefault();
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// visual parameter accessors
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LLVisualParam* getFirstVisualParam()
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{
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mCurIterator = mVisualParamIndexMap.begin();
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return getNextVisualParam();
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}
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LLVisualParam* getNextVisualParam()
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{
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if (mCurIterator == mVisualParamIndexMap.end())
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return 0;
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return (mCurIterator++)->second;
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}
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LLVisualParam* getVisualParam(S32 id)
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{
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VisualParamIndexMap_t::iterator iter = mVisualParamIndexMap.find(id);
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return (iter == mVisualParamIndexMap.end()) ? 0 : iter->second;
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}
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S32 getVisualParamID(LLVisualParam *id)
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{
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VisualParamIndexMap_t::iterator iter;
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for (iter = mVisualParamIndexMap.begin(); iter != mVisualParamIndexMap.end(); iter++)
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{
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if (iter->second == id)
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return iter->first;
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}
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return 0;
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}
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S32 getVisualParamCount() { return (S32)mVisualParamIndexMap.size(); }
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LLVisualParam* getVisualParam(const char *name);
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ESex getSex() { return mSex; }
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void setSex( ESex sex ) { mSex = sex; }
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U32 getAppearanceSerialNum() const { return mAppearanceSerialNum; }
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void setAppearanceSerialNum( U32 num ) { mAppearanceSerialNum = num; }
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U32 getSkeletonSerialNum() const { return mSkeletonSerialNum; }
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void setSkeletonSerialNum( U32 num ) { mSkeletonSerialNum = num; }
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static std::vector< LLCharacter* > sInstances;
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protected:
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LLMotionController mMotionController;
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typedef std::map<std::string, void *> animation_data_map_t;
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animation_data_map_t mAnimationData;
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F32 mPreferredPelvisHeight;
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ESex mSex;
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U32 mAppearanceSerialNum;
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U32 mSkeletonSerialNum;
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LLAnimPauseRequest mPauseRequest;
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private:
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// visual parameter stuff
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typedef std::map<S32, LLVisualParam *> VisualParamIndexMap_t;
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VisualParamIndexMap_t mVisualParamIndexMap;
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VisualParamIndexMap_t::iterator mCurIterator;
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typedef std::map<char *, LLVisualParam *> VisualParamNameMap_t;
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VisualParamNameMap_t mVisualParamNameMap;
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static LLStringTable sVisualParamNames;
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};
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#endif // LL_LLCHARACTER_H
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