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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/llmotion.h
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diff --git a/indra/llcharacter/llmotion.h b/indra/llcharacter/llmotion.h
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+/**
+ * @file llmotion.h
+ * @brief Implementation of LLMotion class.
+ *
+ * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#ifndef LL_LLMOTION_H
+#define LL_LLMOTION_H
+
+//-----------------------------------------------------------------------------
+// Header files
+//-----------------------------------------------------------------------------
+#include <string>
+
+#include "llerror.h"
+#include "llpose.h"
+#include "lluuid.h"
+
+class LLCharacter;
+
+//-----------------------------------------------------------------------------
+// class LLMotion
+//-----------------------------------------------------------------------------
+class LLMotion
+{
+public:
+ enum LLMotionBlendType
+ {
+ NORMAL_BLEND,
+ ADDITIVE_BLEND
+ };
+
+ enum LLMotionInitStatus
+ {
+ STATUS_FAILURE,
+ STATUS_SUCCESS,
+ STATUS_HOLD
+ };
+
+ // Constructor
+ LLMotion(const LLUUID &id);
+
+ // Destructor
+ virtual ~LLMotion();
+
+public:
+ //-------------------------------------------------------------------------
+ // 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 NULL; }
+
+ // get the name of this instance
+ const std::string &getName() const { return mName; }
+
+ // set the name of this instance
+ void setName(const std::string &name) { mName = name; }
+
+ const LLUUID& getID() const { return mID; }
+
+ // returns the pose associated with the current state of this motion
+ virtual LLPose* getPose() { return &mPose;}
+
+ void fadeOut();
+
+ void fadeIn();
+
+ F32 getFadeWeight() const { return mFadeWeight; }
+
+ F32 getStopTime() const { return mStopTimestamp; }
+
+ virtual void setStopTime(F32 time) { mStopTimestamp = time; mStopped = TRUE; }
+
+ BOOL isStopped() const { return mStopped; }
+
+ void setStopped(BOOL stopped) { mStopped = stopped; }
+
+ void activate();
+
+ void deactivate();
+
+ BOOL isActive() { return mActive; }
+
+
+public:
+ //-------------------------------------------------------------------------
+ // animation callbacks to be implemented by subclasses
+ //-------------------------------------------------------------------------
+
+ // motions must specify whether or not they loop
+ virtual BOOL getLoop() = 0;
+
+ // motions must report their total duration
+ virtual F32 getDuration() = 0;
+
+ // motions must report their "ease in" duration
+ virtual F32 getEaseInDuration() = 0;
+
+ // motions must report their "ease out" duration.
+ virtual F32 getEaseOutDuration() = 0;
+
+ // motions must report their priority level
+ virtual LLJoint::JointPriority getPriority() = 0;
+
+ // motions must report their blend type
+ virtual LLMotionBlendType getBlendType() = 0;
+
+ // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
+ virtual F32 getMinPixelArea() = 0;
+
+ // 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) = 0;
+
+ // called per time step
+ // must return TRUE while it is active, and
+ // must return FALSE when the motion is completed.
+ virtual BOOL onUpdate(F32 activeTime, U8* joint_mask) = 0;
+
+ // called when a motion is deactivated
+ virtual void onDeactivate() = 0;
+
+ // optional callback routine called when animation deactivated.
+ void setDeactivateCallback( void (*cb)(void *), void* userdata );
+
+protected:
+ // called when a motion is activated
+ // must return TRUE to indicate success, or else
+ // it will be deactivated
+ virtual BOOL onActivate() = 0;
+
+ void addJointState(LLJointState* jointState);
+
+protected:
+ LLPose mPose;
+ BOOL mStopped; // motion has been stopped;
+ BOOL mActive; // motion is on active list (can be stopped or not stopped)
+
+public:
+ //-------------------------------------------------------------------------
+ // these are set implicitly by the motion controller and
+ // may be referenced (read only) in the above handlers.
+ //-------------------------------------------------------------------------
+ std::string mName; // instance name assigned by motion controller
+ LLUUID mID;
+
+ F32 mActivationTimestamp; // time when motion was activated
+ F32 mStopTimestamp; // time when motion was told to stop
+ F32 mSendStopTimestamp; // time when simulator should be told to stop this motion
+ F32 mResidualWeight; // blend weight at beginning of stop motion phase
+ F32 mFadeWeight; // for fading in and out based on LOD
+ U8 mJointSignature[3][LL_CHARACTER_MAX_JOINTS]; // signature of which joints are animated at what priority
+ void (*mDeactivateCallback)(void* data);
+ void* mDeactivateCallbackUserData;
+};
+
+
+//-----------------------------------------------------------------------------
+// LLTestMotion
+//-----------------------------------------------------------------------------
+class LLTestMotion : public LLMotion
+{
+public:
+ LLTestMotion(const LLUUID &id) : LLMotion(id){}
+ ~LLTestMotion() {}
+ static LLMotion *create(const LLUUID& id) { return new LLTestMotion(id); }
+ BOOL getLoop() { return FALSE; }
+ F32 getDuration() { return 0.0f; }
+ F32 getEaseInDuration() { return 0.0f; }
+ F32 getEaseOutDuration() { return 0.0f; }
+ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
+ LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
+ F32 getMinPixelArea() { return 0.f; }
+
+ LLMotionInitStatus onInitialize(LLCharacter*) { llinfos << "LLTestMotion::onInitialize()" << llendl; return STATUS_SUCCESS; }
+ BOOL onActivate() { llinfos << "LLTestMotion::onActivate()" << llendl; return TRUE; }
+ BOOL onUpdate(F32 time, U8* joint_mask) { llinfos << "LLTestMotion::onUpdate(" << time << ")" << llendl; return TRUE; }
+ void onDeactivate() { llinfos << "LLTestMotion::onDeactivate()" << llendl; }
+};
+
+
+//-----------------------------------------------------------------------------
+// LLNullMotion
+//-----------------------------------------------------------------------------
+class LLNullMotion : public LLMotion
+{
+public:
+ LLNullMotion(const LLUUID &id) : LLMotion(id) {}
+ ~LLNullMotion() {}
+ static LLMotion *create(const LLUUID &id) { return new LLNullMotion(id); }
+
+ // motions must specify whether or not they loop
+ /*virtual*/ BOOL getLoop() { return TRUE; }
+
+ // motions must report their total duration
+ /*virtual*/ F32 getDuration() { return 1.f; }
+
+ // motions must report their "ease in" duration
+ /*virtual*/ F32 getEaseInDuration() { return 0.f; }
+
+ // motions must report their "ease out" duration.
+ /*virtual*/ F32 getEaseOutDuration() { return 0.f; }
+
+ // motions must report their priority level
+ /*virtual*/ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
+
+ // motions must report their blend type
+ /*virtual*/ LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
+
+ // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
+ /*virtual*/ F32 getMinPixelArea() { return 0.f; }
+
+ // 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) { return STATUS_SUCCESS; }
+
+ // called when a motion is activated
+ // must return TRUE to indicate success, or else
+ // it will be deactivated
+ /*virtual*/ BOOL onActivate() { return TRUE; }
+
+ // called per time step
+ // must return TRUE while it is active, and
+ // must return FALSE when the motion is completed.
+ /*virtual*/ BOOL onUpdate(F32 activeTime, U8* joint_mask) { return TRUE; }
+
+ // called when a motion is deactivated
+ /*virtual*/ void onDeactivate() {}
+};
+#endif // LL_LLMOTION_H
+