219 lines
7.3 KiB
C++
219 lines
7.3 KiB
C++
/**
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* @file llheadrotmotion.h
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* @brief Implementation of LLHeadRotMotion 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_LLHEADROTMOTION_H
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#define LL_LLHEADROTMOTION_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 MIN_REQUIRED_PIXEL_AREA_HEAD_ROT 500.f;
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#define MIN_REQUIRED_PIXEL_AREA_EYE 25000.f;
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//-----------------------------------------------------------------------------
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// class LLHeadRotMotion
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//-----------------------------------------------------------------------------
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class LLHeadRotMotion :
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public LLMotion
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{
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public:
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// Constructor
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LLHeadRotMotion(const LLUUID &id);
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// Destructor
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virtual ~LLHeadRotMotion();
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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(const LLUUID &id) { return new LLHeadRotMotion(id); }
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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 1.f; }
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// motions must report their "ease out" duration.
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virtual F32 getEaseOutDuration() { return 1.f; }
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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 MIN_REQUIRED_PIXEL_AREA_HEAD_ROT; }
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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 NORMAL_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 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();
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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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// called when a motion is deactivated
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virtual void onDeactivate();
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public:
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//-------------------------------------------------------------------------
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// joint states to be animated
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//-------------------------------------------------------------------------
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LLCharacter *mCharacter;
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LLJoint *mTorsoJoint;
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LLJoint *mHeadJoint;
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LLJoint *mRootJoint;
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LLJoint *mPelvisJoint;
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LLPointer<LLJointState> mTorsoState;
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LLPointer<LLJointState> mNeckState;
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LLPointer<LLJointState> mHeadState;
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LLQuaternion mLastHeadRot;
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};
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//-----------------------------------------------------------------------------
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// class LLEyeMotion
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//-----------------------------------------------------------------------------
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class LLEyeMotion :
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public LLMotion
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{
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public:
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// Constructor
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LLEyeMotion(const LLUUID &id);
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// Destructor
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virtual ~LLEyeMotion();
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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( const LLUUID &id) { return new LLEyeMotion(id); }
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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 0.5f; }
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// motions must report their "ease out" duration.
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virtual F32 getEaseOutDuration() { return 0.5f; }
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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 MIN_REQUIRED_PIXEL_AREA_EYE; }
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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 NORMAL_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 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();
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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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// called when a motion is deactivated
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virtual void onDeactivate();
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public:
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//-------------------------------------------------------------------------
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// joint states to be animated
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//-------------------------------------------------------------------------
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LLCharacter *mCharacter;
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LLJoint *mHeadJoint;
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LLPointer<LLJointState> mLeftEyeState;
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LLPointer<LLJointState> mRightEyeState;
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LLFrameTimer mEyeJitterTimer;
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F32 mEyeJitterTime;
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F32 mEyeJitterYaw;
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F32 mEyeJitterPitch;
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F32 mEyeLookAwayTime;
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F32 mEyeLookAwayYaw;
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F32 mEyeLookAwayPitch;
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// eye blinking
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LLFrameTimer mEyeBlinkTimer;
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F32 mEyeBlinkTime;
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BOOL mEyesClosed;
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};
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#endif // LL_LLHEADROTMOTION_H
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