394 lines
13 KiB
C++
394 lines
13 KiB
C++
/**
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* @file llmotion.h
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* @brief Implementation of LLMotion 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_LLMOTION_H
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#define LL_LLMOTION_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 "aisyncclient.h"
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#include "llerror.h"
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#include "llpose.h"
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#include "lluuid.h"
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class LLCharacter;
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class LLMotionController;
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//-----------------------------------------------------------------------------
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// class AISync* stuff
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//-----------------------------------------------------------------------------
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class AISyncKeyMotion : public AISyncKey
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{
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private:
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F32 mDuration;
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bool mLoop;
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public:
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AISyncKeyMotion(AISyncKey const* from_key, F32 duration, bool loop) : AISyncKey(from_key), mDuration(duration), mLoop(loop) { }
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// Virtual functions of AISyncKey.
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public:
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/*virtual*/ synckeytype_t getkeytype(void) const
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{
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// Return a unique identifier for this class, where the low 8 bits represent the syncgroup.
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return synckeytype_motion;
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}
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/*virtual*/ bool equals(AISyncKey const& key) const
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{
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switch (key.getkeytype())
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{
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case synckeytype_motion:
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{
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// The other key is of the same type.
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AISyncKeyMotion const& motion_key = static_cast<AISyncKeyMotion const&>(key);
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return mLoop == motion_key.mLoop && is_approx_equal(mDuration, motion_key.mDuration);
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}
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default:
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// The keys must be in the same syncgroup.
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break;
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}
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return false;
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}
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};
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class AISyncClientMotion : public AISyncClient
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{
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protected:
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// Make sure that clients that are destroyed are first unregistered.
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// This is needed, for example, when loading fails or when excess motions are being purged.
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/*virtual*/ ~AISyncClientMotion() { unregister_client(); }
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// AISyncClient events.
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/*virtual*/ AISyncKey* createSyncKey(AISyncKey const* from_key = NULL) const;
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/*virtual*/ void event1_ready(void) { }
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/*virtual*/ void event1_not_ready(void) { }
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/*virtual*/ void deregistered(void);
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protected:
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// This is called when the server sent us a message that it wants us to play this animation, but we can't because it isn't fully downloaded yet.
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void aisync_loading(void);
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// This is called when that motion is successfully loaded and it has to be re-registered because now the duration etc is known.
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void aisync_loaded(void);
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public:
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// Virtual functions of AISyncClientMotion.
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// These are defined by classes derived from LLMotion (which is derived from this class).
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virtual BOOL getLoop() = 0;
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virtual F32 getDuration() = 0;
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virtual F32 getAnimTime(void) const = 0;
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virtual F32 getRuntime(void) const = 0;
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};
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//-----------------------------------------------------------------------------
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// class LLMotion
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//-----------------------------------------------------------------------------
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class LLMotion : public AISyncClientMotion
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{
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friend class LLMotionController;
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public:
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enum LLMotionBlendType
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{
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NORMAL_BLEND,
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ADDITIVE_BLEND
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};
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enum LLMotionInitStatus
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{
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STATUS_FAILURE,
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STATUS_SUCCESS,
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STATUS_HOLD
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};
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// Constructor
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LLMotion(LLUUID const& id, LLMotionController* controller);
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// Destructor
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virtual ~LLMotion();
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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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// get the name of this instance
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const std::string &getName() const { return mName; }
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// set the name of this instance
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void setName(const std::string &name) { mName = name; }
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const LLUUID& getID() const { return mID; }
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// returns the pose associated with the current state of this motion
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virtual LLPose* getPose() { return &mPose;}
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void fadeOut();
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void fadeIn();
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F32 getFadeWeight() const { return mFadeWeight; }
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F32 getStopTime() const { return mStopTimestamp; }
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virtual void setStopTime(F32 time);
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BOOL isStopped() const { return mStopped; }
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void setStopped(BOOL stopped) { mStopped = stopped; }
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BOOL isBlending();
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// Activation functions.
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// It is OK for other classes to activate a motion,
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// but only the controller can deactivate it.
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// Thus, if mActive == TRUE, the motion *may* be on the controllers active list,
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// but if mActive == FALSE, the motion is gauranteed not to be on the active list.
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protected:
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// Used by LLMotionController only
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void deactivate();
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BOOL isActive() { return mActive; }
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public:
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void activate(F32 time);
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//<singu>
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// Returns the time that this motion has been running.
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virtual F32 getRuntime(void) const;
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// Return the current time (in seconds since creation of the controller).
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virtual F32 getAnimTime(void) const;
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// This is called when a motion is to be activated, but might need synchronization.
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// It adjusts the start time to match that of other motions in the same synchronization group that were already started.
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F32 syncActivationTime(F32 time);
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// Accessor.
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LLMotionController* getController(void) const { return mController; }
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//</singu>
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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() = 0;
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// motions must report their total duration
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virtual F32 getDuration() = 0;
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// motions must report their "ease in" duration
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virtual F32 getEaseInDuration() = 0;
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// motions must report their "ease out" duration.
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virtual F32 getEaseOutDuration() = 0;
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// motions must report their priority level
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virtual LLJoint::JointPriority getPriority() = 0;
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// motions must report their blend type
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virtual LLMotionBlendType getBlendType() = 0;
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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() = 0;
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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) = 0;
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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 activeTime, U8* joint_mask) = 0;
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// called when a motion is deactivated
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virtual void onDeactivate() = 0;
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// can we crossfade this motion with a new instance when restarted?
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// should ultimately always be TRUE, but lack of emote blending, etc
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// requires this
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virtual BOOL canDeprecate();
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// optional callback routine called when animation deactivated.
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void setDeactivateCallback( void (*cb)(void *), void* userdata );
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protected:
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// called when a motion is activated
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// must return TRUE to indicate success, or else
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// it will be deactivated
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virtual BOOL onActivate() = 0;
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void addJointState(const LLPointer<LLJointState>& jointState);
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protected:
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LLPose mPose;
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BOOL mStopped; // motion has been stopped;
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BOOL mActive; // motion is on active list (can be stopped or not stopped)
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//-------------------------------------------------------------------------
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// these are set implicitly by the motion controller and
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// may be referenced (read only) in the above handlers.
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//-------------------------------------------------------------------------
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std::string mName; // instance name assigned by motion controller
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LLUUID mID;
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//<singu>
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LLMotionController* mController;
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//</singu>
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F32 mActivationTimestamp; // time when motion was activated
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F32 mStopTimestamp; // time when motion was told to stop
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F32 mSendStopTimestamp; // time when simulator should be told to stop this motion
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F32 mResidualWeight; // blend weight at beginning of stop motion phase
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F32 mFadeWeight; // for fading in and out based on LOD
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U8 mJointSignature[3][LL_CHARACTER_MAX_JOINTS]; // signature of which joints are animated at what priority
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void (*mDeactivateCallback)(void* data);
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void* mDeactivateCallbackUserData;
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};
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//-----------------------------------------------------------------------------
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// LLTestMotion
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//-----------------------------------------------------------------------------
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class LLTestMotion : public LLMotion
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{
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public:
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LLTestMotion(LLUUID const& id, LLMotionController* controller) : LLMotion(id, controller){}
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~LLTestMotion() {}
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static LLMotion* create(LLUUID const& id, LLMotionController* controller) { return new LLTestMotion(id, controller); }
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BOOL getLoop() { return FALSE; }
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F32 getDuration() { return 0.0f; }
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F32 getEaseInDuration() { return 0.0f; }
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F32 getEaseOutDuration() { return 0.0f; }
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LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
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LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
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F32 getMinPixelArea() { return 0.f; }
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LLMotionInitStatus onInitialize(LLCharacter*) { llinfos << "LLTestMotion::onInitialize()" << llendl; return STATUS_SUCCESS; }
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BOOL onActivate() { llinfos << "LLTestMotion::onActivate()" << llendl; return TRUE; }
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BOOL onUpdate(F32 time, U8* joint_mask) { llinfos << "LLTestMotion::onUpdate(" << time << ")" << llendl; return TRUE; }
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void onDeactivate() { llinfos << "LLTestMotion::onDeactivate()" << llendl; }
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};
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//-----------------------------------------------------------------------------
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// LLNullMotion
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//-----------------------------------------------------------------------------
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class LLNullMotion : public LLMotion
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{
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public:
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LLNullMotion(LLUUID const& id, LLMotionController* controller) : LLMotion(id, controller) {}
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~LLNullMotion() {}
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static LLMotion* create(LLUUID const& id, LLMotionController* controller) { return new LLNullMotion(id, controller); }
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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 1.f; }
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// motions must report their "ease in" duration
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/*virtual*/ F32 getEaseInDuration() { return 0.f; }
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// motions must report their "ease out" duration.
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/*virtual*/ F32 getEaseOutDuration() { return 0.f; }
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// motions must report their priority level
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/*virtual*/ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
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// motions must report their blend type
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/*virtual*/ LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
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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() { return 0.f; }
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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) { return STATUS_SUCCESS; }
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// called when a motion is activated
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// must return TRUE to indicate success, or else
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// it will be deactivated
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/*virtual*/ BOOL onActivate() { return TRUE; }
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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 activeTime, U8* joint_mask) { return TRUE; }
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// called when a motion is deactivated
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/*virtual*/ void onDeactivate() {}
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};
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//-----------------------------------------------------------------------------
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// AIMaskedMotion
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//-----------------------------------------------------------------------------
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// These motions have a bit assigned in LLMotionController::mActiveMask
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// that is set and uset upon activation/deactivation.
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// This must be in the same order as ANIM_AGENT_BODY_NOISE_ID through ANIM_AGENT_WALK_ADJUST_ID in llvoavatar.cpp.
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U32 const ANIM_AGENT_BODY_NOISE = 0x001;
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U32 const ANIM_AGENT_BREATHE_ROT = 0x002;
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U32 const ANIM_AGENT_PHYSICS_MOTION = 0x004;
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U32 const ANIM_AGENT_EDITING = 0x008;
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U32 const ANIM_AGENT_EYE = 0x010;
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U32 const ANIM_AGENT_FLY_ADJUST = 0x020;
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U32 const ANIM_AGENT_HAND_MOTION = 0x040;
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U32 const ANIM_AGENT_HEAD_ROT = 0x080;
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U32 const ANIM_AGENT_PELVIS_FIX = 0x100;
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U32 const ANIM_AGENT_TARGET = 0x200;
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U32 const ANIM_AGENT_WALK_ADJUST = 0x400;
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class AIMaskedMotion : public LLMotion
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{
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private:
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U32 mMaskBit;
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public:
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AIMaskedMotion(LLUUID const& id, LLMotionController* controller, U32 mask_bit) : LLMotion(id, controller), mMaskBit(mask_bit) { }
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/*virtual*/ BOOL onActivate();
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/*virtual*/ void onDeactivate();
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U32 getMaskBit(void) const { return mMaskBit; }
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};
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#endif // LL_LLMOTION_H
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