diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-04-29 07:43:28 +0300 |
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committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-04-29 07:56:09 +0300 |
commit | 1b68f71348ecf3983b76b40d7940da8377f049b7 (patch) | |
tree | 2974eddaef130a067c26033d60a59fc790365b3d /indra/llcharacter/llhandmotion.cpp | |
parent | af4ea94efc1999f3b19fd8d643d0331f0b77e265 (diff) |
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
Diffstat (limited to 'indra/llcharacter/llhandmotion.cpp')
-rw-r--r-- | indra/llcharacter/llhandmotion.cpp | 338 |
1 files changed, 169 insertions, 169 deletions
diff --git a/indra/llcharacter/llhandmotion.cpp b/indra/llcharacter/llhandmotion.cpp index ceba956214..5fc98a4b4d 100644 --- a/indra/llcharacter/llhandmotion.cpp +++ b/indra/llcharacter/llhandmotion.cpp @@ -1,25 +1,25 @@ -/** +/** * @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 * $/LicenseInfo$ */ @@ -39,20 +39,20 @@ 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" + "", + "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; @@ -63,16 +63,16 @@ const F32 HAND_MORPH_BLEND_TIME = 0.2f; //----------------------------------------------------------------------------- LLHandMotion::LLHandMotion(const LLUUID &id) : LLMotion(id) { - 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; + 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; } @@ -89,9 +89,9 @@ LLHandMotion::~LLHandMotion() //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character) { - mCharacter = character; + mCharacter = character; - return STATUS_SUCCESS; + return STATUS_SUCCESS; } @@ -100,19 +100,19 @@ LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character) //----------------------------------------------------------------------------- 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 TRUE; + 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 TRUE; } @@ -122,118 +122,118 @@ BOOL LLHandMotion::onActivate() BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask) { LL_PROFILE_ZONE_SCOPED; - 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 - { - LL_WARNS() << "Requested hand pose out of range. Ignoring requested pose." << LL_ENDL; - } - } - - mCharacter->removeAnimationData("Hand Pose"); - mCharacter->removeAnimationData("Hand Pose Priority"); - -// if (requestedHandPose) -// LL_INFOS() << "Hand Pose " << *requestedHandPose << LL_ENDL; - - // 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; + 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 + { + LL_WARNS() << "Requested hand pose out of range. Ignoring requested pose." << LL_ENDL; + } + } + + mCharacter->removeAnimationData("Hand Pose"); + mCharacter->removeAnimationData("Hand Pose Priority"); + +// if (requestedHandPose) +// LL_INFOS() << "Hand Pose " << *requestedHandPose << LL_ENDL; + + // 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; } @@ -249,23 +249,23 @@ void LLHandMotion::onDeactivate() //----------------------------------------------------------------------------- std::string LLHandMotion::getHandPoseName(eHandPose pose) { - if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0) - { - return std::string(gHandPoseNames[pose]); - } - return LLStringUtil::null; + 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; + for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose) + { + if (gHandPoseNames[pose] == posename) + { + return (eHandPose)pose; + } + } + return (eHandPose)0; } // End |