This is needed for synchronization: motions will have to start (with a specific start time offset) from a point in the code where only the motion object is available. I added/used LLMotionController& in a previous commit, this was now changed into a pointer. There is (obviously) not much reason for that, but also no disadvantage: the diff relative to LLs code doesn't get larger since the references where already added, too. Conflicts: indra/llcharacter/llkeyframemotion.cpp indra/llcharacter/llkeyframemotion.h
116 lines
3.9 KiB
C++
116 lines
3.9 KiB
C++
/**
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* @file llphysicsmotion.h
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* @brief Implementation of LLPhysicsMotion class.
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*
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* $LicenseInfo:firstyear=2011&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLPHYSICSMOTIONCONTROLLER_H
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#define LL_LLPHYSICSMOTIONCONTROLLER_H
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//-----------------------------------------------------------------------------
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// Header files
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//-----------------------------------------------------------------------------
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#include "llmotion.h"
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#include "llframetimer.h"
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#define PHYSICS_MOTION_FADEIN_TIME 1.0f
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#define PHYSICS_MOTION_FADEOUT_TIME 1.0f
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class LLPhysicsMotion;
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//-----------------------------------------------------------------------------
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// class LLPhysicsMotion
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//-----------------------------------------------------------------------------
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class LLPhysicsMotionController :
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public AIMaskedMotion
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{
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public:
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std::string getString();
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// Constructor
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LLPhysicsMotionController(LLUUID const& id, LLMotionController* controller);
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// Destructor
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virtual ~LLPhysicsMotionController();
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public:
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//-------------------------------------------------------------------------
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// functions to support MotionController and MotionRegistry
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//-------------------------------------------------------------------------
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// static constructor
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// all subclasses must implement such a function and register it
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static LLMotion* create(LLUUID const& id, LLMotionController* controller) { return new LLPhysicsMotionController(id, controller); }
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public:
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//-------------------------------------------------------------------------
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// animation callbacks to be implemented by subclasses
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//-------------------------------------------------------------------------
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// motions must specify whether or not they loop
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virtual BOOL getLoop() { return TRUE; }
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// motions must report their total duration
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virtual F32 getDuration() { return 0.0; }
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// motions must report their "ease in" duration
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virtual F32 getEaseInDuration() { return PHYSICS_MOTION_FADEIN_TIME; }
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// motions must report their "ease out" duration.
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virtual F32 getEaseOutDuration() { return PHYSICS_MOTION_FADEOUT_TIME; }
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// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
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virtual F32 getMinPixelArea();
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// motions must report their priority
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virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
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virtual LLMotionBlendType getBlendType() { return ADDITIVE_BLEND; }
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// run-time (post constructor) initialization,
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// called after parameters have been set
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// must return true to indicate success and be available for activation
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virtual LLMotionInitStatus onInitialize(LLCharacter *character);
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// called per time step
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// must return TRUE while it is active, and
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// must return FALSE when the motion is completed.
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virtual BOOL onUpdate(F32 time, U8* joint_mask);
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LLCharacter* getCharacter() { return mCharacter; }
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protected:
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void addMotion(LLPhysicsMotion *motion);
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private:
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LLCharacter* mCharacter;
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typedef std::vector<LLPhysicsMotion *> motion_vec_t;
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motion_vec_t mMotions;
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bool mIsDefault;
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};
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#endif // LL_LLPHYSICSMOTION_H
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