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authorAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 21:25:21 +0200
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-22 22:40:26 +0300
commite2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch)
tree1bb897489ce524986f6196201c10ac0d8861aa5f /indra/llcharacter/lleditingmotion.cpp
parent069ea06848f766466f1a281144c82a0f2bd79f3a (diff)
Fix line endlings
Diffstat (limited to 'indra/llcharacter/lleditingmotion.cpp')
-rw-r--r--indra/llcharacter/lleditingmotion.cpp528
1 files changed, 264 insertions, 264 deletions
diff --git a/indra/llcharacter/lleditingmotion.cpp b/indra/llcharacter/lleditingmotion.cpp
index 7ad0aefa6a..9fb2a931f9 100644
--- a/indra/llcharacter/lleditingmotion.cpp
+++ b/indra/llcharacter/lleditingmotion.cpp
@@ -1,264 +1,264 @@
-/**
- * @file lleditingmotion.cpp
- * @brief Implementation of LLEditingMotion 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 "lleditingmotion.h"
-#include "llcharacter.h"
-#include "llhandmotion.h"
-#include "llcriticaldamp.h"
-
-//-----------------------------------------------------------------------------
-// Constants
-//-----------------------------------------------------------------------------
-const LLQuaternion EDIT_MOTION_WRIST_ROTATION(F_PI_BY_TWO * 0.7f, LLVector3(1.0f, 0.0f, 0.0f));
-const F32 TARGET_LAG_HALF_LIFE = 0.1f; // half-life of IK targeting
-
-S32 LLEditingMotion::sHandPose = LLHandMotion::HAND_POSE_RELAXED_R;
-S32 LLEditingMotion::sHandPosePriority = 3;
-
-//-----------------------------------------------------------------------------
-// LLEditingMotion()
-// Class Constructor
-//-----------------------------------------------------------------------------
-LLEditingMotion::LLEditingMotion( const LLUUID &id) : LLMotion(id)
-{
- mCharacter = NULL;
-
- // create kinematic chain
- mParentJoint.addChild( &mShoulderJoint );
- mShoulderJoint.addChild( &mElbowJoint );
- mElbowJoint.addChild( &mWristJoint );
-
- mName = "editing";
-
- mParentState = new LLJointState;
- mShoulderState = new LLJointState;
- mElbowState = new LLJointState;
- mWristState = new LLJointState;
- mTorsoState = new LLJointState;
-}
-
-
-//-----------------------------------------------------------------------------
-// ~LLEditingMotion()
-// Class Destructor
-//-----------------------------------------------------------------------------
-LLEditingMotion::~LLEditingMotion()
-{
-}
-
-//-----------------------------------------------------------------------------
-// LLEditingMotion::onInitialize(LLCharacter *character)
-//-----------------------------------------------------------------------------
-LLMotion::LLMotionInitStatus LLEditingMotion::onInitialize(LLCharacter *character)
-{
- // save character for future use
- mCharacter = character;
-
- // make sure character skeleton is copacetic
- if (!mCharacter->getJoint("mShoulderLeft") ||
- !mCharacter->getJoint("mElbowLeft") ||
- !mCharacter->getJoint("mWristLeft"))
- {
- LL_WARNS() << "Invalid skeleton for editing motion!" << LL_ENDL;
- return STATUS_FAILURE;
- }
-
- // get the shoulder, elbow, wrist joints from the character
- mParentState->setJoint( mCharacter->getJoint("mShoulderLeft")->getParent() );
- mShoulderState->setJoint( mCharacter->getJoint("mShoulderLeft") );
- mElbowState->setJoint( mCharacter->getJoint("mElbowLeft") );
- mWristState->setJoint( mCharacter->getJoint("mWristLeft") );
- mTorsoState->setJoint( mCharacter->getJoint("mTorso"));
-
- if ( ! mParentState->getJoint() )
- {
- LL_INFOS() << getName() << ": Can't get parent joint." << LL_ENDL;
- return STATUS_FAILURE;
- }
-
- mWristOffset = LLVector3(0.0f, 0.2f, 0.0f);
-
- // add joint states to the pose
- mShoulderState->setUsage(LLJointState::ROT);
- mElbowState->setUsage(LLJointState::ROT);
- mTorsoState->setUsage(LLJointState::ROT);
- mWristState->setUsage(LLJointState::ROT);
- addJointState( mShoulderState );
- addJointState( mElbowState );
- addJointState( mTorsoState );
- addJointState( mWristState );
-
- // propagate joint positions to kinematic chain
- // SL-315
- mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
- mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
- mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
- mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
-
- // propagate current joint rotations to kinematic chain
- mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
- mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
- mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
-
- // connect the ikSolver to the chain
- mIKSolver.setPoleVector( LLVector3( -1.0f, 1.0f, 0.0f ) );
- // specifying the elbow's axis will prevent bad IK for the more
- // singular configurations, but the axis is limb-specific -- Leviathan
- mIKSolver.setBAxis( LLVector3( -0.682683f, 0.0f, -0.730714f ) );
- mIKSolver.setupJoints( &mShoulderJoint, &mElbowJoint, &mWristJoint, &mTarget );
-
- return STATUS_SUCCESS;
-}
-
-//-----------------------------------------------------------------------------
-// LLEditingMotion::onActivate()
-//-----------------------------------------------------------------------------
-bool LLEditingMotion::onActivate()
-{
- // propagate joint positions to kinematic chain
- // SL-315
- mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
- mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
- mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
- mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
-
- // propagate current joint rotations to kinematic chain
- mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
- mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
- mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// LLEditingMotion::onUpdate()
-//-----------------------------------------------------------------------------
-bool LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
-{
- LL_PROFILE_ZONE_SCOPED;
- LLVector3 focus_pt;
- LLVector3* pointAtPt = (LLVector3*)mCharacter->getAnimationData("PointAtPoint");
-
-
- bool result = true;
-
- if (!pointAtPt)
- {
- focus_pt = mLastSelectPt;
- result = false;
- }
- else
- {
- focus_pt = *pointAtPt;
- mLastSelectPt = focus_pt;
- }
-
- focus_pt += mCharacter->getCharacterPosition();
-
- // propagate joint positions to kinematic chain
- // SL-315
- mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
- mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
- mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
- mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
-
- // propagate current joint rotations to kinematic chain
- mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
- mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
- mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
-
- // update target position from character
- LLVector3 target = focus_pt - mParentJoint.getPosition();
- F32 target_dist = target.normVec();
-
- LLVector3 edit_plane_normal(1.f / F_SQRT2, 1.f / F_SQRT2, 0.f);
- edit_plane_normal.normVec();
-
- edit_plane_normal.rotVec(mTorsoState->getJoint()->getWorldRotation());
-
- F32 dot = edit_plane_normal * target;
-
- if (dot < 0.f)
- {
- target = target + (edit_plane_normal * (dot * 2.f));
- target.mV[VZ] += clamp_rescale(dot, 0.f, -1.f, 0.f, 5.f);
- target.normVec();
- }
-
- target = target * target_dist;
- if (!target.isFinite())
- {
- // Don't error out here, set a fail-safe target vector
- LL_WARNS() << "Non finite target in editing motion with target distance of " << target_dist <<
- " and focus point " << focus_pt << LL_ENDL;
- target.setVec(1.f, 1.f, 1.f);
- }
-
- // SL-315
- mTarget.setPosition( target + mParentJoint.getPosition());
-
-// LL_INFOS() << "Point At: " << mTarget.getPosition() << LL_ENDL;
-
- // update the ikSolver
- if (!mTarget.getPosition().isExactlyZero())
- {
- LLQuaternion shoulderRot = mShoulderJoint.getRotation();
- LLQuaternion elbowRot = mElbowJoint.getRotation();
- mIKSolver.solve();
-
- // use blending...
- F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TARGET_LAG_HALF_LIFE);
- shoulderRot = slerp(slerp_amt, mShoulderJoint.getRotation(), shoulderRot);
- elbowRot = slerp(slerp_amt, mElbowJoint.getRotation(), elbowRot);
-
- // now put blended values back into joints
- llassert(shoulderRot.isFinite());
- llassert(elbowRot.isFinite());
- mShoulderState->setRotation(shoulderRot);
- mElbowState->setRotation(elbowRot);
- mWristState->setRotation(LLQuaternion::DEFAULT);
- }
-
- mCharacter->setAnimationData("Hand Pose", &sHandPose);
- mCharacter->setAnimationData("Hand Pose Priority", &sHandPosePriority);
- return result;
-}
-
-//-----------------------------------------------------------------------------
-// LLEditingMotion::onDeactivate()
-//-----------------------------------------------------------------------------
-void LLEditingMotion::onDeactivate()
-{
-}
-
-
-// End
-
+/**
+ * @file lleditingmotion.cpp
+ * @brief Implementation of LLEditingMotion 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 "lleditingmotion.h"
+#include "llcharacter.h"
+#include "llhandmotion.h"
+#include "llcriticaldamp.h"
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+const LLQuaternion EDIT_MOTION_WRIST_ROTATION(F_PI_BY_TWO * 0.7f, LLVector3(1.0f, 0.0f, 0.0f));
+const F32 TARGET_LAG_HALF_LIFE = 0.1f; // half-life of IK targeting
+
+S32 LLEditingMotion::sHandPose = LLHandMotion::HAND_POSE_RELAXED_R;
+S32 LLEditingMotion::sHandPosePriority = 3;
+
+//-----------------------------------------------------------------------------
+// LLEditingMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLEditingMotion::LLEditingMotion( const LLUUID &id) : LLMotion(id)
+{
+ mCharacter = NULL;
+
+ // create kinematic chain
+ mParentJoint.addChild( &mShoulderJoint );
+ mShoulderJoint.addChild( &mElbowJoint );
+ mElbowJoint.addChild( &mWristJoint );
+
+ mName = "editing";
+
+ mParentState = new LLJointState;
+ mShoulderState = new LLJointState;
+ mElbowState = new LLJointState;
+ mWristState = new LLJointState;
+ mTorsoState = new LLJointState;
+}
+
+
+//-----------------------------------------------------------------------------
+// ~LLEditingMotion()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLEditingMotion::~LLEditingMotion()
+{
+}
+
+//-----------------------------------------------------------------------------
+// LLEditingMotion::onInitialize(LLCharacter *character)
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLEditingMotion::onInitialize(LLCharacter *character)
+{
+ // save character for future use
+ mCharacter = character;
+
+ // make sure character skeleton is copacetic
+ if (!mCharacter->getJoint("mShoulderLeft") ||
+ !mCharacter->getJoint("mElbowLeft") ||
+ !mCharacter->getJoint("mWristLeft"))
+ {
+ LL_WARNS() << "Invalid skeleton for editing motion!" << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ // get the shoulder, elbow, wrist joints from the character
+ mParentState->setJoint( mCharacter->getJoint("mShoulderLeft")->getParent() );
+ mShoulderState->setJoint( mCharacter->getJoint("mShoulderLeft") );
+ mElbowState->setJoint( mCharacter->getJoint("mElbowLeft") );
+ mWristState->setJoint( mCharacter->getJoint("mWristLeft") );
+ mTorsoState->setJoint( mCharacter->getJoint("mTorso"));
+
+ if ( ! mParentState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get parent joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mWristOffset = LLVector3(0.0f, 0.2f, 0.0f);
+
+ // add joint states to the pose
+ mShoulderState->setUsage(LLJointState::ROT);
+ mElbowState->setUsage(LLJointState::ROT);
+ mTorsoState->setUsage(LLJointState::ROT);
+ mWristState->setUsage(LLJointState::ROT);
+ addJointState( mShoulderState );
+ addJointState( mElbowState );
+ addJointState( mTorsoState );
+ addJointState( mWristState );
+
+ // propagate joint positions to kinematic chain
+ // SL-315
+ mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
+ mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
+ mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
+ mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
+
+ // propagate current joint rotations to kinematic chain
+ mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
+ mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
+ mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
+
+ // connect the ikSolver to the chain
+ mIKSolver.setPoleVector( LLVector3( -1.0f, 1.0f, 0.0f ) );
+ // specifying the elbow's axis will prevent bad IK for the more
+ // singular configurations, but the axis is limb-specific -- Leviathan
+ mIKSolver.setBAxis( LLVector3( -0.682683f, 0.0f, -0.730714f ) );
+ mIKSolver.setupJoints( &mShoulderJoint, &mElbowJoint, &mWristJoint, &mTarget );
+
+ return STATUS_SUCCESS;
+}
+
+//-----------------------------------------------------------------------------
+// LLEditingMotion::onActivate()
+//-----------------------------------------------------------------------------
+bool LLEditingMotion::onActivate()
+{
+ // propagate joint positions to kinematic chain
+ // SL-315
+ mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
+ mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
+ mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
+ mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
+
+ // propagate current joint rotations to kinematic chain
+ mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
+ mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
+ mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// LLEditingMotion::onUpdate()
+//-----------------------------------------------------------------------------
+bool LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LL_PROFILE_ZONE_SCOPED;
+ LLVector3 focus_pt;
+ LLVector3* pointAtPt = (LLVector3*)mCharacter->getAnimationData("PointAtPoint");
+
+
+ bool result = true;
+
+ if (!pointAtPt)
+ {
+ focus_pt = mLastSelectPt;
+ result = false;
+ }
+ else
+ {
+ focus_pt = *pointAtPt;
+ mLastSelectPt = focus_pt;
+ }
+
+ focus_pt += mCharacter->getCharacterPosition();
+
+ // propagate joint positions to kinematic chain
+ // SL-315
+ mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
+ mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
+ mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
+ mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
+
+ // propagate current joint rotations to kinematic chain
+ mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
+ mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
+ mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
+
+ // update target position from character
+ LLVector3 target = focus_pt - mParentJoint.getPosition();
+ F32 target_dist = target.normVec();
+
+ LLVector3 edit_plane_normal(1.f / F_SQRT2, 1.f / F_SQRT2, 0.f);
+ edit_plane_normal.normVec();
+
+ edit_plane_normal.rotVec(mTorsoState->getJoint()->getWorldRotation());
+
+ F32 dot = edit_plane_normal * target;
+
+ if (dot < 0.f)
+ {
+ target = target + (edit_plane_normal * (dot * 2.f));
+ target.mV[VZ] += clamp_rescale(dot, 0.f, -1.f, 0.f, 5.f);
+ target.normVec();
+ }
+
+ target = target * target_dist;
+ if (!target.isFinite())
+ {
+ // Don't error out here, set a fail-safe target vector
+ LL_WARNS() << "Non finite target in editing motion with target distance of " << target_dist <<
+ " and focus point " << focus_pt << LL_ENDL;
+ target.setVec(1.f, 1.f, 1.f);
+ }
+
+ // SL-315
+ mTarget.setPosition( target + mParentJoint.getPosition());
+
+// LL_INFOS() << "Point At: " << mTarget.getPosition() << LL_ENDL;
+
+ // update the ikSolver
+ if (!mTarget.getPosition().isExactlyZero())
+ {
+ LLQuaternion shoulderRot = mShoulderJoint.getRotation();
+ LLQuaternion elbowRot = mElbowJoint.getRotation();
+ mIKSolver.solve();
+
+ // use blending...
+ F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TARGET_LAG_HALF_LIFE);
+ shoulderRot = slerp(slerp_amt, mShoulderJoint.getRotation(), shoulderRot);
+ elbowRot = slerp(slerp_amt, mElbowJoint.getRotation(), elbowRot);
+
+ // now put blended values back into joints
+ llassert(shoulderRot.isFinite());
+ llassert(elbowRot.isFinite());
+ mShoulderState->setRotation(shoulderRot);
+ mElbowState->setRotation(elbowRot);
+ mWristState->setRotation(LLQuaternion::DEFAULT);
+ }
+
+ mCharacter->setAnimationData("Hand Pose", &sHandPose);
+ mCharacter->setAnimationData("Hand Pose Priority", &sHandPosePriority);
+ return result;
+}
+
+//-----------------------------------------------------------------------------
+// LLEditingMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLEditingMotion::onDeactivate()
+{
+}
+
+
+// End
+