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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:43:28 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:56:09 +0300
commit1b68f71348ecf3983b76b40d7940da8377f049b7 (patch)
tree2974eddaef130a067c26033d60a59fc790365b3d /indra/llcharacter/llhandmotion.cpp
parentaf4ea94efc1999f3b19fd8d643d0331f0b77e265 (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.cpp338
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