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SingularityViewer/indra/llcharacter/llmotion.cpp
2017-03-14 01:44:26 -05:00

340 lines
11 KiB
C++

/**
* @file llmotion.cpp
* @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.
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "llmotion.h"
#include "llcriticaldamp.h"
#include "llmotioncontroller.h"
//<singu>
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// AISyncClientMotion class
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
AISyncKey* AISyncClientMotion::createSyncKey(AISyncKey const* from_key) const
{
// The const cast is needed because getDuration() is non-const while it should have been.
AISyncClientMotion* self = const_cast<AISyncClientMotion*>(this);
// Only synchronize motions with the same duration and loop value.
return new AISyncKeyMotion(from_key, self->getDuration(), self->getLoop());
}
void AISyncClientMotion::aisync_loading(void)
{
// Register the motion for (possible) synchronization: this marks the time at which is should have started.
unregister_client(); // In case it is already registered. Getting here means we are being (re)started now, we need to synchronize with other motions that start now.
register_client();
}
void AISyncClientMotion::aisync_loaded(void)
{
AISyncServer* server = this->server();
if (!server)
{
// Already expired without being synchronized (no other motion was started at the same time).
return;
}
AISyncKey const& key = server->key(); // The allocation of this is owned by server.
// There is no need to resync if there was not another motion started at the same time and the key already expired.
bool need_resync = !(server->never_synced() && key.expired());
AISyncKey* new_key = NULL;
if (need_resync)
{
// Create a new key using the old start time.
new_key = createSyncKey(&key);
}
server->remove(this); // This resets mServer and might even delete server.
if (need_resync)
{
// Add the client to another server (based on the new key). This takes ownership of the key allocation.
AISyncServerMap::instance().register_client(this, new_key);
}
}
F32 LLMotion::getRuntime(void) const
{
llassert(mActive);
return mController->getAnimTime() - mActivationTimestamp;
}
F32 LLMotion::getAnimTime(void) const
{
return mController->getAnimTime();
}
F32 LLMotion::syncActivationTime(F32 time)
{
AISyncServer* server = this->server();
if (!server)
{
register_client();
server = this->server();
}
AISyncServer::client_list_t const& clients = server->getClients();
if (clients.size() > 1)
{
// Look for the client with the smallest runtime.
AISyncClientMotion* motion_with_smallest_runtime = NULL;
F32 runtime = 1e10;
// Run over all motions in this to be synchronized group.
for (AISyncServer::client_list_t::const_iterator client = clients.begin(); client != clients.end(); ++client)
{
if ((client->mReadyEvents & 2)) // Is this motion active? Motions that aren't loaded yet are not active.
{
// Currently, if event 2 is set then this is an LLMotion.
llassert(dynamic_cast<AISyncClientMotion*>(client->mClientPtr));
AISyncClientMotion* motion = static_cast<AISyncClientMotion*>(client->mClientPtr);
// Deactivated motions should have been deregistered, certainly not have event 2 set.
llassert(static_cast<LLMotion*>(motion)->isActive());
if (motion->getRuntime() < runtime)
{
// This is a bit fuzzy since theoretically the runtime of all active motions in the list should be the same.
// Just use the smallest value to get rid of some randomness. We might even synchronizing with ourselves
// in which case 'time' would be set to a value such that mActivationTimestamp won't change.
// In practise however, this list will contain only two clients: this, being inactive, and our partner.
runtime = motion->getRuntime();
motion_with_smallest_runtime = motion;
}
}
}
//-----------------------------------------------------------------------------------------
// Here is where the actual synchronization takes place.
// Current we only synchronize looped motions.
if (getLoop())
{
if (motion_with_smallest_runtime)
{
// Pretend the motion was started in the past at the same time as the other motion(s).
time = getAnimTime() - runtime;
}
}
//-----------------------------------------------------------------------------------------
}
return time;
}
void AISyncClientMotion::deregistered(void)
{
#ifdef SHOW_ASSERT
mReadyEvents = 0;
#endif
}
//</singu>
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLMotion class
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLMotion::LLMotion(LLUUID const& id, LLMotionController* controller) :
mStopped(TRUE),
mActive(FALSE),
mID(id),
mController(controller),
mActivationTimestamp(0.f),
mStopTimestamp(0.f),
mSendStopTimestamp(F32_MAX),
mResidualWeight(0.f),
mFadeWeight(1.f),
mDeactivateCallback(NULL),
mDeactivateCallbackUserData(NULL)
{
for (S32 i=0; i<3; ++i)
memset(&mJointSignature[i][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS);
}
//-----------------------------------------------------------------------------
// ~LLMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLMotion::~LLMotion()
{
}
//-----------------------------------------------------------------------------
// fadeOut()
//-----------------------------------------------------------------------------
void LLMotion::fadeOut()
{
if (mFadeWeight > 0.01f)
{
mFadeWeight = lerp(mFadeWeight, 0.f, LLSmoothInterpolation::getInterpolant(0.15f));
}
else
{
mFadeWeight = 0.f;
}
}
//-----------------------------------------------------------------------------
// fadeIn()
//-----------------------------------------------------------------------------
void LLMotion::fadeIn()
{
if (mFadeWeight < 0.99f)
{
mFadeWeight = lerp(mFadeWeight, 1.f, LLSmoothInterpolation::getInterpolant(0.15f));
}
else
{
mFadeWeight = 1.f;
}
}
//-----------------------------------------------------------------------------
// addJointState()
//-----------------------------------------------------------------------------
void LLMotion::addJointState(const LLPointer<LLJointState>& jointState)
{
mPose.addJointState(jointState);
S32 priority = jointState->getPriority();
if (priority == LLJoint::USE_MOTION_PRIORITY)
{
priority = getPriority();
}
U32 usage = jointState->getUsage();
// for now, usage is everything
S32 joint_num = jointState->getJoint()->getJointNum();
if ((joint_num >= (S32)LL_CHARACTER_MAX_ANIMATED_JOINTS) || (joint_num < 0))
{
LL_WARNS() << "joint_num " << joint_num << " is outside of legal range [0-" << LL_CHARACTER_MAX_ANIMATED_JOINTS << ") for joint " << jointState->getJoint()->getName() << LL_ENDL;
return;
}
mJointSignature[0][joint_num] = (usage & LLJointState::POS) ? (0xff >> (7 - priority)) : 0;
mJointSignature[1][joint_num] = (usage & LLJointState::ROT) ? (0xff >> (7 - priority)) : 0;
mJointSignature[2][joint_num] = (usage & LLJointState::SCALE) ? (0xff >> (7 - priority)) : 0;
}
void LLMotion::setDeactivateCallback( void (*cb)(void *), void* userdata )
{
mDeactivateCallback = cb;
mDeactivateCallbackUserData = userdata;
}
//virtual
void LLMotion::setStopTime(F32 time)
{
mStopTimestamp = time;
mStopped = TRUE;
}
BOOL LLMotion::isBlending()
{
return mPose.getWeight() < 1.f;
}
//-----------------------------------------------------------------------------
// activate()
//-----------------------------------------------------------------------------
void LLMotion::activate(F32 time)
{
mActivationTimestamp = time;
mStopped = FALSE;
//<singu>
if (mController && !mController->syncing_disabled()) // Avoid being registered when syncing is disabled for this motion.
{
if (mActive)
{
// If the motion is already active then we are being restarted.
// Unregister it first (if it is registered) so that the call to ready will cause it to be registered
// and be synchronized with other motions that are started at this moment.
unregister_client();
}
ready(6, 2 | (mController->isHidden() ? 0 : 4)); // Signal that mActivationTimestamp is set/valid (2), and that this server has a visible motion (4) (or not).
}
//</singu>
mActive = TRUE;
onActivate();
}
//-----------------------------------------------------------------------------
// deactivate()
//-----------------------------------------------------------------------------
void LLMotion::deactivate()
{
mActive = FALSE;
mPose.setWeight(0.f);
//<singu>
if (server()) // Only when this motion is already registered.
{
ready(6, 0); // Signal that mActivationTimestamp is no longer valid.
unregister_client(); // No longer running, so no longer a part of this sync group.
}
//</singu>
if (mDeactivateCallback)
{
(*mDeactivateCallback)(mDeactivateCallbackUserData);
mDeactivateCallback = NULL; // only call callback once
mDeactivateCallbackUserData = NULL;
}
onDeactivate();
}
BOOL LLMotion::canDeprecate()
{
return TRUE;
}
//-----------------------------------------------------------------------------
// AIMaskedMotion
//-----------------------------------------------------------------------------
BOOL AIMaskedMotion::onActivate()
{
mController->activated(mMaskBit);
return TRUE;
}
void AIMaskedMotion::onDeactivate()
{
mController->deactivated(mMaskBit);
}
// End