Files
SingularityViewer/indra/llcharacter/llkeyframewalkmotion.cpp
2010-11-06 20:13:38 +01:00

427 lines
15 KiB
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/**
* @file llkeyframewalkmotion.cpp
* @brief Implementation of LLKeyframeWalkMotion class.
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "llkeyframewalkmotion.h"
#include "llcharacter.h"
#include "llmath.h"
#include "m3math.h"
#include "llcriticaldamp.h"
//-----------------------------------------------------------------------------
// Macros
//-----------------------------------------------------------------------------
const F32 MAX_WALK_PLAYBACK_SPEED = 8.f; // max m/s for which we adjust walk cycle speed
const F32 MIN_WALK_SPEED = 0.1f; // minimum speed at which we use velocity for down foot detection
const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
const F32 SPEED_ADJUST_MAX = 2.5f; // maximum adjustment of walk animation playback speed
const F32 SPEED_ADJUST_MAX_SEC = 3.f; // maximum adjustment to walk animation playback speed for a second
const F32 DRIFT_COMP_MAX_TOTAL = 0.07f;//0.55f; // maximum drift compensation overall, in any direction
const F32 DRIFT_COMP_MAX_SPEED = 4.f; // speed at which drift compensation total maxes out
const F32 MAX_ROLL = 0.6f;
const F32 SPEED_FINAL_SCALING = 0.5f; // final scaling for walk animation
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLKeyframeWalkMotion::LLKeyframeWalkMotion(const LLUUID &id) : LLKeyframeMotion(id)
{
mRealTimeLast = 0.0f;
mAdjTimeLast = 0.0f;
mCharacter = NULL;
}
//-----------------------------------------------------------------------------
// ~LLKeyframeWalkMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLKeyframeWalkMotion::~LLKeyframeWalkMotion()
{
}
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion::onInitialize()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLKeyframeWalkMotion::onInitialize(LLCharacter *character)
{
mCharacter = character;
return LLKeyframeMotion::onInitialize(character);
}
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLKeyframeWalkMotion::onActivate()
{
mRealTimeLast = 0.0f;
mAdjTimeLast = 0.0f;
return LLKeyframeMotion::onActivate();
}
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLKeyframeWalkMotion::onDeactivate()
{
mCharacter->removeAnimationData("Down Foot");
LLKeyframeMotion::onDeactivate();
}
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLKeyframeWalkMotion::onUpdate(F32 time, U8* joint_mask)
{
// compute time since last update
F32 deltaTime = time - mRealTimeLast;
void* speed_ptr = mCharacter->getAnimationData("Walk Speed");
F32 speed = (speed_ptr) ? *((F32 *)speed_ptr) : 1.f;
// adjust the passage of time accordingly
F32 adjusted_time = mAdjTimeLast + (deltaTime * speed);
// save time for next update
mRealTimeLast = time;
mAdjTimeLast = adjusted_time;
// handle wrap around
if (adjusted_time < 0.0f)
{
adjusted_time = getDuration() + fmod(adjusted_time, getDuration());
}
// let the base class update the cycle
return LLKeyframeMotion::onUpdate( adjusted_time, joint_mask );
}
// End
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLWalkAdjustMotion::LLWalkAdjustMotion(const LLUUID &id) :
LLMotion(id),
mLastTime(0.f),
mAvgCorrection(0.f),
mSpeedAdjust(0.f),
mAnimSpeed(0.f),
mAvgSpeed(0.f),
mRelativeDir(0.f),
mAnkleOffset(0.f)
{
mName = "walk_adjust";
mPelvisState = new LLJointState;
}
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onInitialize()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLWalkAdjustMotion::onInitialize(LLCharacter *character)
{
mCharacter = character;
mLeftAnkleJoint = mCharacter->getJoint("mAnkleLeft");
mRightAnkleJoint = mCharacter->getJoint("mAnkleRight");
mPelvisJoint = mCharacter->getJoint("mPelvis");
mPelvisState->setJoint( mPelvisJoint );
if ( !mPelvisJoint )
{
llwarns << getName() << ": Can't get pelvis joint." << llendl;
return STATUS_FAILURE;
}
mPelvisState->setUsage(LLJointState::POS);
addJointState( mPelvisState );
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLWalkAdjustMotion::onActivate()
{
mAvgCorrection = 0.f;
mSpeedAdjust = 0.f;
mAnimSpeed = 0.f;
mAvgSpeed = 0.f;
mRelativeDir = 1.f;
mPelvisState->setPosition(LLVector3::zero);
// store ankle positions for next frame
mLastLeftAnklePos = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition());
mLastRightAnklePos = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition());
F32 leftAnkleOffset = (mLeftAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec();
F32 rightAnkleOffset = (mRightAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec();
mAnkleOffset = llmax(leftAnkleOffset, rightAnkleOffset);
return TRUE;
}
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask)
{
LLVector3 footCorrection;
LLVector3 vel = mCharacter->getCharacterVelocity() * mCharacter->getTimeDilation();
F32 deltaTime = llclamp(time - mLastTime, 0.f, MAX_TIME_DELTA);
mLastTime = time;
LLQuaternion inv_rotation = ~mPelvisJoint->getWorldRotation();
// get speed and normalize velocity vector
LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation();
F32 speed = llmin(vel.normVec(), MAX_WALK_PLAYBACK_SPEED);
mAvgSpeed = lerp(mAvgSpeed, speed, LLCriticalDamp::getInterpolant(0.2f));
// calculate facing vector in pelvis-local space
// (either straight forward or back, depending on velocity)
LLVector3 localVel = vel * inv_rotation;
if (localVel.mV[VX] > 0.f)
{
mRelativeDir = 1.f;
}
else if (localVel.mV[VX] < 0.f)
{
mRelativeDir = -1.f;
}
// calculate world-space foot drift
LLVector3 leftFootDelta;
LLVector3 leftFootWorldPosition = mLeftAnkleJoint->getWorldPosition();
LLVector3d leftFootGlobalPosition = mCharacter->getPosGlobalFromAgent(leftFootWorldPosition);
leftFootDelta.setVec(mLastLeftAnklePos - leftFootGlobalPosition);
mLastLeftAnklePos = leftFootGlobalPosition;
LLVector3 rightFootDelta;
LLVector3 rightFootWorldPosition = mRightAnkleJoint->getWorldPosition();
LLVector3d rightFootGlobalPosition = mCharacter->getPosGlobalFromAgent(rightFootWorldPosition);
rightFootDelta.setVec(mLastRightAnklePos - rightFootGlobalPosition);
mLastRightAnklePos = rightFootGlobalPosition;
// find foot drift along velocity vector
if (mAvgSpeed > 0.1)
{
// walking/running
F32 leftFootDriftAmt = leftFootDelta * vel;
F32 rightFootDriftAmt = rightFootDelta * vel;
if (rightFootDriftAmt > leftFootDriftAmt)
{
footCorrection = rightFootDelta;
} else
{
footCorrection = leftFootDelta;
}
}
else
{
mAvgSpeed = ang_vel.magVec() * mAnkleOffset;
mRelativeDir = 1.f;
// standing/turning
// find the lower foot
if (leftFootWorldPosition.mV[VZ] < rightFootWorldPosition.mV[VZ])
{
// pivot on left foot
footCorrection = leftFootDelta;
}
else
{
// pivot on right foot
footCorrection = rightFootDelta;
}
}
// rotate into avatar coordinates
footCorrection = footCorrection * inv_rotation;
// calculate ideal pelvis offset so that foot is glued to ground and damp towards it
// the amount of foot slippage this frame + the offset applied last frame
mPelvisOffset = mPelvisState->getPosition() + lerp(LLVector3::zero, footCorrection, LLCriticalDamp::getInterpolant(0.2f));
// pelvis drift (along walk direction)
mAvgCorrection = lerp(mAvgCorrection, footCorrection.mV[VX] * mRelativeDir, LLCriticalDamp::getInterpolant(0.1f));
// calculate average velocity of foot slippage
F32 footSlipVelocity = (deltaTime != 0.f) ? (-mAvgCorrection / deltaTime) : 0.f;
F32 newSpeedAdjust = 0.f;
// modulate speed by dot products of facing and velocity
// so that if we are moving sideways, we slow down the animation
// and if we're moving backward, we walk backward
F32 directional_factor = localVel.mV[VX] * mRelativeDir;
if (speed > 0.1f)
{
// calculate ratio of desired foot velocity to detected foot velocity
newSpeedAdjust = llclamp(footSlipVelocity - mAvgSpeed * (1.f - directional_factor),
-SPEED_ADJUST_MAX, SPEED_ADJUST_MAX);
newSpeedAdjust = lerp(mSpeedAdjust, newSpeedAdjust, LLCriticalDamp::getInterpolant(0.2f));
F32 speedDelta = newSpeedAdjust - mSpeedAdjust;
speedDelta = llclamp(speedDelta, -SPEED_ADJUST_MAX_SEC * deltaTime, SPEED_ADJUST_MAX_SEC * deltaTime);
mSpeedAdjust = mSpeedAdjust + speedDelta;
}
else
{
mSpeedAdjust = lerp(mSpeedAdjust, 0.f, LLCriticalDamp::getInterpolant(0.2f));
}
mAnimSpeed = (mAvgSpeed + mSpeedAdjust) * mRelativeDir;
mAnimSpeed = mAnimSpeed * SPEED_FINAL_SCALING;
// char debug_text[64];
// sprintf(debug_text, "Foot slip vel: %.2f", footSlipVelocity);
// mCharacter->addDebugText(debug_text);
// sprintf(debug_text, "Speed: %.2f", mAvgSpeed);
// mCharacter->addDebugText(debug_text);
// sprintf(debug_text, "Speed Adjust: %.2f", mSpeedAdjust);
// mCharacter->addDebugText(debug_text);
// sprintf(debug_text, "Animation Playback Speed: %.2f", mAnimSpeed);
// mCharacter->addDebugText(debug_text);
mCharacter->setAnimationData("Walk Speed", &mAnimSpeed);
// clamp pelvis offset to a 90 degree arc behind the nominal position
F32 drift_comp_max = llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED;
drift_comp_max *= DRIFT_COMP_MAX_TOTAL;
LLVector3 currentPelvisPos = mPelvisState->getJoint()->getPosition();
// NB: this is an ADDITIVE amount that is accumulated every frame, so clamping it alone won't do the trick
// must clamp with absolute position of pelvis in mind
mPelvisOffset.mV[VX] = llclamp( mPelvisOffset.mV[VX], -drift_comp_max - currentPelvisPos.mV[VX], drift_comp_max - currentPelvisPos.mV[VX] );
mPelvisOffset.mV[VY] = llclamp( mPelvisOffset.mV[VY], -drift_comp_max - currentPelvisPos.mV[VY], drift_comp_max - currentPelvisPos.mV[VY]);
mPelvisOffset.mV[VZ] = 0.f;
// set position
mPelvisState->setPosition(mPelvisOffset);
mCharacter->setAnimationData("Pelvis Offset", &mPelvisOffset);
return TRUE;
}
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLWalkAdjustMotion::onDeactivate()
{
mCharacter->removeAnimationData("Walk Speed");
}
//-----------------------------------------------------------------------------
// LLFlyAdjustMotion::LLFlyAdjustMotion()
//-----------------------------------------------------------------------------
LLFlyAdjustMotion::LLFlyAdjustMotion(const LLUUID &id)
: LLMotion(id),
mRoll(0.f)
{
mName = "fly_adjust";
mPelvisState = new LLJointState;
}
//-----------------------------------------------------------------------------
// LLFlyAdjustMotion::onInitialize()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLFlyAdjustMotion::onInitialize(LLCharacter *character)
{
mCharacter = character;
LLJoint* pelvisJoint = mCharacter->getJoint("mPelvis");
mPelvisState->setJoint( pelvisJoint );
if ( !pelvisJoint )
{
llwarns << getName() << ": Can't get pelvis joint." << llendl;
return STATUS_FAILURE;
}
mPelvisState->setUsage(LLJointState::POS | LLJointState::ROT);
addJointState( mPelvisState );
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLFlyAdjustMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLFlyAdjustMotion::onActivate()
{
mPelvisState->setPosition(LLVector3::zero);
mPelvisState->setRotation(LLQuaternion::DEFAULT);
mRoll = 0.f;
return TRUE;
}
//-----------------------------------------------------------------------------
// LLFlyAdjustMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLFlyAdjustMotion::onUpdate(F32 time, U8* joint_mask)
{
LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation();
F32 speed = mCharacter->getCharacterVelocity().magVec();
F32 roll_factor = clamp_rescale(speed, 7.f, 15.f, 0.f, -MAX_ROLL);
F32 target_roll = llclamp(ang_vel.mV[VZ], -4.f, 4.f) * roll_factor;
// roll is critically damped interpolation between current roll and angular velocity-derived target roll
mRoll = lerp(mRoll, target_roll, LLCriticalDamp::getInterpolant(0.1f));
// llinfos << mRoll << llendl;
LLQuaternion roll(mRoll, LLVector3(0.f, 0.f, 1.f));
mPelvisState->setRotation(roll);
// F32 lerp_amt = LLCriticalDamp::getInterpolant(0.2f);
//
// LLVector3 pelvis_correction = mPelvisState->getPosition() - lerp(LLVector3::zero, mPelvisState->getJoint()->getPosition() + mPelvisState->getPosition(), lerp_amt);
// mPelvisState->setPosition(pelvis_correction);
return TRUE;
}