Files
SingularityViewer/indra/llcharacter/llhandmotion.cpp
Aleric Inglewood 66aaa9cf80 Add LLMotionController* LLMotion::mMotionController
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
2014-04-04 15:19:02 +02:00

263 lines
7.9 KiB
C++

/**
* @file llhandmotion.cpp
* @brief Implementation of LLHandMotion class.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "llhandmotion.h"
#include "llcharacter.h"
#include "m3math.h"
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
const char *gHandPoseNames[LLHandMotion::NUM_HAND_POSES] = /* Flawfinder: ignore */
{
"",
"Hands_Relaxed",
"Hands_Point",
"Hands_Fist",
"Hands_Relaxed_L",
"Hands_Point_L",
"Hands_Fist_L",
"Hands_Relaxed_R",
"Hands_Point_R",
"Hands_Fist_R",
"Hands_Salute_R",
"Hands_Typing",
"Hands_Peace_R",
"Hands_Spread_R"
};
const F32 HAND_MORPH_BLEND_TIME = 0.2f;
//-----------------------------------------------------------------------------
// LLHandMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLHandMotion::LLHandMotion(LLUUID const& id, LLMotionController* controller) : AIMaskedMotion(id, controller, ANIM_AGENT_HAND_MOTION)
{
mCharacter = NULL;
mLastTime = 0.f;
mCurrentPose = HAND_POSE_RELAXED;
mNewPose = HAND_POSE_RELAXED;
mName = "hand_motion";
//RN: flag hand joint as highest priority for now, until we implement a proper animation track
mJointSignature[0][LL_HAND_JOINT_NUM] = 0xff;
mJointSignature[1][LL_HAND_JOINT_NUM] = 0xff;
mJointSignature[2][LL_HAND_JOINT_NUM] = 0xff;
}
//-----------------------------------------------------------------------------
// ~LLHandMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLHandMotion::~LLHandMotion()
{
}
//-----------------------------------------------------------------------------
// LLHandMotion::onInitialize(LLCharacter *character)
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character)
{
mCharacter = character;
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLHandMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLHandMotion::onActivate()
{
LLPolyMesh *upperBodyMesh = mCharacter->getUpperBodyMesh();
if (upperBodyMesh)
{
// Note: 0 is the default
for (S32 i = 1; i < LLHandMotion::NUM_HAND_POSES; i++)
{
mCharacter->setVisualParamWeight(gHandPoseNames[i], 0.f);
}
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
mCharacter->updateVisualParams();
}
return AIMaskedMotion::onActivate();
}
//-----------------------------------------------------------------------------
// LLHandMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask)
{
eHandPose *requestedHandPose;
F32 timeDelta = time - mLastTime;
mLastTime = time;
requestedHandPose = (eHandPose *)mCharacter->getAnimationData("Hand Pose");
// check to see if requested pose has changed
if (!requestedHandPose)
{
if (mNewPose != HAND_POSE_RELAXED && mNewPose != mCurrentPose)
{
// Only set param weight for poses other than
// default (HAND_POSE_SPREAD); HAND_POSE_SPREAD
// is not an animatable morph!
if (mNewPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
}
// Reset morph weight for current pose back to its
// full extend or it might be stuck somewhere in the middle if a
// pose is requested and the old pose is requested again shortly
// after while still blending to the other pose!
if (mCurrentPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
}
// Update visual params now if we won't blend
if (mCurrentPose == HAND_POSE_RELAXED)
{
mCharacter->updateVisualParams();
}
}
mNewPose = HAND_POSE_RELAXED;
}
else
{
// Sometimes we seem to get garbage here, with poses that are out of bounds.
// So check for a valid pose first.
if (*requestedHandPose >= 0 && *requestedHandPose < NUM_HAND_POSES)
{
// This is a new morph we didn't know about before:
// Reset morph weight for both current and new pose
// back their starting values while still blending.
if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose)
{
if (mNewPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
}
// Reset morph weight for current pose back to its full extend
// or it might be stuck somewhere in the middle if a pose is
// requested and the old pose is requested again shortly after
// while still blending to the other pose!
if (mCurrentPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
}
// Update visual params now if we won't blend
if (mCurrentPose == *requestedHandPose)
{
mCharacter->updateVisualParams();
}
}
mNewPose = *requestedHandPose;
}
else
{
llwarns << "Requested hand pose out of range. Ignoring requested pose." << llendl;
}
}
mCharacter->removeAnimationData("Hand Pose");
mCharacter->removeAnimationData("Hand Pose Priority");
// if (requestedHandPose)
// llinfos << "Hand Pose " << *requestedHandPose << llendl;
// if we are still blending...
if (mCurrentPose != mNewPose)
{
F32 incomingWeight = 1.f;
F32 outgoingWeight = 0.f;
if (mNewPose != HAND_POSE_SPREAD)
{
incomingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mNewPose]);
incomingWeight += (timeDelta / HAND_MORPH_BLEND_TIME);
incomingWeight = llclamp(incomingWeight, 0.f, 1.f);
mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], incomingWeight);
}
if (mCurrentPose != HAND_POSE_SPREAD)
{
outgoingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mCurrentPose]);
outgoingWeight -= (timeDelta / HAND_MORPH_BLEND_TIME);
outgoingWeight = llclamp(outgoingWeight, 0.f, 1.f);
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], outgoingWeight);
}
mCharacter->updateVisualParams();
if (incomingWeight == 1.f && outgoingWeight == 0.f)
{
mCurrentPose = mNewPose;
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// LLHandMotion::getHandPoseName()
//-----------------------------------------------------------------------------
std::string LLHandMotion::getHandPoseName(eHandPose pose)
{
if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0)
{
return std::string(gHandPoseNames[pose]);
}
return LLStringUtil::null;
}
LLHandMotion::eHandPose LLHandMotion::getHandPose(std::string posename)
{
for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose)
{
if (gHandPoseNames[pose] == posename)
{
return (eHandPose)pose;
}
}
return (eHandPose)0;
}
// End