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