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authorJames Cook <james@lindenlab.com>2007-01-02 08:33:20 +0000
committerJames Cook <james@lindenlab.com>2007-01-02 08:33:20 +0000
commit420b91db29485df39fd6e724e782c449158811cb (patch)
treeb471a94563af914d3ed3edd3e856d21cb1b69945 /indra/llcharacter/llcharacter.h
Print done when done.
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diff --git a/indra/llcharacter/llcharacter.h b/indra/llcharacter/llcharacter.h
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+/**
+ * @file llcharacter.h
+ * @brief Implementation of LLCharacter class.
+ *
+ * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#ifndef LL_LLCHARACTER_H
+#define LL_LLCHARACTER_H
+
+//-----------------------------------------------------------------------------
+// Header Files
+//-----------------------------------------------------------------------------
+#include <string>
+
+#include "lljoint.h"
+#include "llmotioncontroller.h"
+#include "llassoclist.h"
+#include "llvisualparam.h"
+#include "linked_lists.h"
+#include "string_table.h"
+#include "llmemory.h"
+
+class LLPolyMesh;
+
+class LLPauseRequestHandle : public LLThreadSafeRefCount
+{
+public:
+ LLPauseRequestHandle() {};
+};
+
+typedef LLPointer<LLPauseRequestHandle> LLAnimPauseRequest;
+
+//-----------------------------------------------------------------------------
+// class LLCharacter
+//-----------------------------------------------------------------------------
+class LLCharacter
+{
+public:
+ // Constructor
+ LLCharacter();
+
+ // Destructor
+ virtual ~LLCharacter();
+
+ //-------------------------------------------------------------------------
+ // LLCharacter Interface
+ // These functions must be implemented by subclasses.
+ //-------------------------------------------------------------------------
+
+ // get the prefix to be used to lookup motion data files
+ // from the viewer data directory
+ virtual const char *getAnimationPrefix() = 0;
+
+ // get the root joint of the character
+ virtual LLJoint *getRootJoint() = 0;
+
+ // get the specified joint
+ // default implementation does recursive search,
+ // subclasses may optimize/cache results.
+ virtual LLJoint *getJoint( const std::string &name );
+
+ // get the position of the character
+ virtual LLVector3 getCharacterPosition() = 0;
+
+ // get the rotation of the character
+ virtual LLQuaternion getCharacterRotation() = 0;
+
+ // get the velocity of the character
+ virtual LLVector3 getCharacterVelocity() = 0;
+
+ // get the angular velocity of the character
+ virtual LLVector3 getCharacterAngularVelocity() = 0;
+
+ // get the height & normal of the ground under a point
+ virtual void getGround(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm) = 0;
+
+ // allocate an array of joints for the character skeleton
+ // this must be overloaded to support joint subclasses,
+ // and is called implicitly from buildSkeleton().
+ // Note this must handle reallocation as it will be called
+ // each time buildSkeleton() is called.
+ virtual BOOL allocateCharacterJoints( U32 num ) = 0;
+
+ // skeleton joint accessor to support joint subclasses
+ virtual LLJoint *getCharacterJoint( U32 i ) = 0;
+
+ // get the physics time dilation for the simulator
+ virtual F32 getTimeDilation() = 0;
+
+ // gets current pixel area of this character
+ virtual F32 getPixelArea() = 0;
+
+ // gets the head mesh of the character
+ virtual LLPolyMesh* getHeadMesh() = 0;
+
+ // gets the upper body mesh of the character
+ virtual LLPolyMesh* getUpperBodyMesh() = 0;
+
+ // gets global coordinates from agent local coordinates
+ virtual LLVector3d getPosGlobalFromAgent(const LLVector3 &position) = 0;
+
+ // gets agent local coordinates from global coordinates
+ virtual LLVector3 getPosAgentFromGlobal(const LLVector3d &position) = 0;
+
+ // updates all visual parameters for this character
+ virtual void updateVisualParams();
+
+ virtual void addDebugText( const char* text ) = 0;
+
+ virtual const LLUUID& getID() = 0;
+ //-------------------------------------------------------------------------
+ // End Interface
+ //-------------------------------------------------------------------------
+ // registers a motion with the character
+ // returns true if successfull
+ BOOL addMotion( const LLUUID& id, LLMotionConstructor create );
+
+ void removeMotion( const LLUUID& id );
+
+ // returns an instance of a registered motion
+ LLMotion* createMotion( const LLUUID &id );
+
+ // start a motion
+ // returns true if successful, false if an error occurred
+ virtual BOOL startMotion( const LLUUID& id, F32 start_offset = 0.f);
+
+ // stop a motion
+ virtual BOOL stopMotion( const LLUUID& id, BOOL stop_immediate = FALSE );
+
+ // is this motion active?
+ BOOL isMotionActive( const LLUUID& id );
+
+ // Event handler for motion deactivation.
+ // Called when a motion has completely stopped and has been deactivated.
+ // Subclasses may optionally override this.
+ // The default implementation does nothing.
+ virtual void requestStopMotion( LLMotion* motion );
+
+ // periodic update function, steps the motion controller
+ void updateMotion(BOOL force_update = FALSE);
+
+ LLAnimPauseRequest requestPause();
+ BOOL areAnimationsPaused() { return mMotionController.isPaused(); }
+ void setAnimTimeFactor(F32 factor) { mMotionController.setTimeFactor(factor); }
+ void setTimeStep(F32 time_step) { mMotionController.setTimeStep(time_step); }
+ // Releases all motion instances which should result in
+ // no cached references to character joint data. This is
+ // useful if a character wants to rebuild it's skeleton.
+ virtual void flushAllMotions();
+
+ // dumps information for debugging
+ virtual void dumpCharacter( LLJoint *joint = NULL );
+
+ virtual F32 getPreferredPelvisHeight() { return mPreferredPelvisHeight; }
+
+ virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset) { return LLVector3::zero; }
+
+ virtual LLJoint* findCollisionVolume(U32 volume_id) { return NULL; }
+
+ virtual S32 getCollisionVolumeID(std::string &name) { return -1; }
+
+ void setAnimationData(std::string name, void *data);
+
+ void *getAnimationData(std::string name);
+
+ void removeAnimationData(std::string name);
+
+ void addVisualParam(LLVisualParam *param);
+ void addSharedVisualParam(LLVisualParam *param);
+
+ BOOL setVisualParamWeight(LLVisualParam *which_param, F32 weight, BOOL set_by_user = FALSE );
+ BOOL setVisualParamWeight(const char* param_name, F32 weight, BOOL set_by_user = FALSE );
+ BOOL setVisualParamWeight(S32 index, F32 weight, BOOL set_by_user = FALSE );
+
+ // get visual param weight by param or name
+ F32 getVisualParamWeight(LLVisualParam *distortion);
+ F32 getVisualParamWeight(const char* param_name);
+ F32 getVisualParamWeight(S32 index);
+
+ // set all morph weights to 0
+ void clearVisualParamWeights();
+
+ // visual parameter accessors
+ LLVisualParam* getFirstVisualParam()
+ {
+ mCurIterator = mVisualParamIndexMap.begin();
+ return getNextVisualParam();
+ }
+ LLVisualParam* getNextVisualParam()
+ {
+ if (mCurIterator == mVisualParamIndexMap.end())
+ return 0;
+ return (mCurIterator++)->second;
+ }
+
+ LLVisualParam* getVisualParam(S32 id)
+ {
+ VisualParamIndexMap_t::iterator iter = mVisualParamIndexMap.find(id);
+ return (iter == mVisualParamIndexMap.end()) ? 0 : iter->second;
+ }
+ S32 getVisualParamID(LLVisualParam *id)
+ {
+ VisualParamIndexMap_t::iterator iter;
+ for (iter = mVisualParamIndexMap.begin(); iter != mVisualParamIndexMap.end(); iter++)
+ {
+ if (iter->second == id)
+ return iter->first;
+ }
+ return 0;
+ }
+ S32 getVisualParamCount() { return (S32)mVisualParamIndexMap.size(); }
+ LLVisualParam* getVisualParam(const char *name);
+
+
+ ESex getSex() { return mSex; }
+ void setSex( ESex sex ) { mSex = sex; }
+
+ U32 getAppearanceSerialNum() const { return mAppearanceSerialNum; }
+ void setAppearanceSerialNum( U32 num ) { mAppearanceSerialNum = num; }
+
+ U32 getSkeletonSerialNum() const { return mSkeletonSerialNum; }
+ void setSkeletonSerialNum( U32 num ) { mSkeletonSerialNum = num; }
+
+ static LLLinkedList< LLCharacter > sInstances;
+
+protected:
+ LLMotionController mMotionController;
+
+ LLAssocList<std::string, void *> mAnimationData;
+
+ F32 mPreferredPelvisHeight;
+ ESex mSex;
+ U32 mAppearanceSerialNum;
+ U32 mSkeletonSerialNum;
+ LLAnimPauseRequest mPauseRequest;
+
+
+private:
+ // visual parameter stuff
+ typedef std::map<S32, LLVisualParam *> VisualParamIndexMap_t;
+ VisualParamIndexMap_t mVisualParamIndexMap;
+ VisualParamIndexMap_t::iterator mCurIterator;
+ typedef std::map<char *, LLVisualParam *> VisualParamNameMap_t;
+ VisualParamNameMap_t mVisualParamNameMap;
+
+ static LLStringTable sVisualParamNames;
+};
+
+#endif // LL_LLCHARACTER_H
+