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SingularityViewer/indra/llcharacter/llmotion.h

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