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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.h
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.h')
-rw-r--r--indra/llcharacter/llhandmotion.h152
1 files changed, 76 insertions, 76 deletions
diff --git a/indra/llcharacter/llhandmotion.h b/indra/llcharacter/llhandmotion.h
index 08de7056c8..a88a2aa85a 100644
--- a/indra/llcharacter/llhandmotion.h
+++ b/indra/llcharacter/llhandmotion.h
@@ -1,25 +1,25 @@
-/**
+/**
* @file llhandmotion.h
* @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
* $/LicenseInfo$
*/
@@ -39,101 +39,101 @@
// class LLHandMotion
//-----------------------------------------------------------------------------
class LLHandMotion :
- public LLMotion
+ public LLMotion
{
public:
- typedef enum e_hand_pose
- {
- HAND_POSE_SPREAD,
- HAND_POSE_RELAXED,
- HAND_POSE_POINT,
- HAND_POSE_FIST,
- HAND_POSE_RELAXED_L,
- HAND_POSE_POINT_L,
- HAND_POSE_FIST_L,
- HAND_POSE_RELAXED_R,
- HAND_POSE_POINT_R,
- HAND_POSE_FIST_R,
- HAND_POSE_SALUTE_R,
- HAND_POSE_TYPING,
- HAND_POSE_PEACE_R,
- HAND_POSE_PALM_R,
- NUM_HAND_POSES
- } eHandPose;
-
- // Constructor
- LLHandMotion(const LLUUID &id);
-
- // Destructor
- virtual ~LLHandMotion();
+ typedef enum e_hand_pose
+ {
+ HAND_POSE_SPREAD,
+ HAND_POSE_RELAXED,
+ HAND_POSE_POINT,
+ HAND_POSE_FIST,
+ HAND_POSE_RELAXED_L,
+ HAND_POSE_POINT_L,
+ HAND_POSE_FIST_L,
+ HAND_POSE_RELAXED_R,
+ HAND_POSE_POINT_R,
+ HAND_POSE_FIST_R,
+ HAND_POSE_SALUTE_R,
+ HAND_POSE_TYPING,
+ HAND_POSE_PEACE_R,
+ HAND_POSE_PALM_R,
+ NUM_HAND_POSES
+ } eHandPose;
+
+ // Constructor
+ LLHandMotion(const LLUUID &id);
+
+ // Destructor
+ virtual ~LLHandMotion();
public:
- //-------------------------------------------------------------------------
- // functions to support MotionController and MotionRegistry
- //-------------------------------------------------------------------------
+ //-------------------------------------------------------------------------
+ // functions to support MotionController and MotionRegistry
+ //-------------------------------------------------------------------------
- // static constructor
- // all subclasses must implement such a function and register it
- static LLMotion *create(const LLUUID &id) { return new LLHandMotion(id); }
+ // static constructor
+ // all subclasses must implement such a function and register it
+ static LLMotion *create(const LLUUID &id) { return new LLHandMotion(id); }
public:
- //-------------------------------------------------------------------------
- // animation callbacks to be implemented by subclasses
- //-------------------------------------------------------------------------
+ //-------------------------------------------------------------------------
+ // animation callbacks to be implemented by subclasses
+ //-------------------------------------------------------------------------
- // motions must specify whether or not they loop
- virtual BOOL getLoop() { return TRUE; }
+ // motions must specify whether or not they loop
+ virtual BOOL getLoop() { return TRUE; }
- // motions must report their total duration
- virtual F32 getDuration() { return 0.0; }
+ // motions must report their total duration
+ virtual F32 getDuration() { return 0.0; }
- // motions must report their "ease in" duration
- virtual F32 getEaseInDuration() { return 0.0; }
+ // motions must report their "ease in" duration
+ virtual F32 getEaseInDuration() { return 0.0; }
- // motions must report their "ease out" duration.
- virtual F32 getEaseOutDuration() { return 0.0; }
+ // motions must report their "ease out" duration.
+ virtual F32 getEaseOutDuration() { return 0.0; }
- // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
- virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HAND; }
+ // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
+ virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HAND; }
- // motions must report their priority
- virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
+ // motions must report their priority
+ virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
- virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
+ virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
- // run-time (post constructor) initialization,
- // called after parameters have been set
- // must return true to indicate success and be available for activation
- virtual LLMotionInitStatus onInitialize(LLCharacter *character);
+ // run-time (post constructor) initialization,
+ // called after parameters have been set
+ // must return true to indicate success and be available for activation
+ virtual LLMotionInitStatus onInitialize(LLCharacter *character);
- // called when a motion is activated
- // must return TRUE to indicate success, or else
- // it will be deactivated
- virtual BOOL onActivate();
+ // called when a motion is activated
+ // must return TRUE to indicate success, or else
+ // it will be deactivated
+ virtual BOOL onActivate();
- // called per time step
- // must return TRUE while it is active, and
- // must return FALSE when the motion is completed.
- virtual BOOL onUpdate(F32 time, U8* joint_mask);
+ // called per time step
+ // must return TRUE while it is active, and
+ // must return FALSE when the motion is completed.
+ virtual BOOL onUpdate(F32 time, U8* joint_mask);
- // called when a motion is deactivated
- virtual void onDeactivate();
+ // called when a motion is deactivated
+ virtual void onDeactivate();
- virtual BOOL canDeprecate() { return FALSE; }
+ virtual BOOL canDeprecate() { return FALSE; }
- static std::string getHandPoseName(eHandPose pose);
- static eHandPose getHandPose(std::string posename);
+ static std::string getHandPoseName(eHandPose pose);
+ static eHandPose getHandPose(std::string posename);
public:
- //-------------------------------------------------------------------------
- // joint states to be animated
- //-------------------------------------------------------------------------
+ //-------------------------------------------------------------------------
+ // joint states to be animated
+ //-------------------------------------------------------------------------
- LLCharacter *mCharacter;
+ LLCharacter *mCharacter;
- F32 mLastTime;
- eHandPose mCurrentPose;
- eHandPose mNewPose;
+ F32 mLastTime;
+ eHandPose mCurrentPose;
+ eHandPose mNewPose;
};
#endif // LL_LLHANDMOTION_H