diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 21:25:21 +0200 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-22 22:40:26 +0300 |
commit | e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch) | |
tree | 1bb897489ce524986f6196201c10ac0d8861aa5f /indra/llcharacter/llmotioncontroller.cpp | |
parent | 069ea06848f766466f1a281144c82a0f2bd79f3a (diff) |
Fix line endlings
Diffstat (limited to 'indra/llcharacter/llmotioncontroller.cpp')
-rw-r--r-- | indra/llcharacter/llmotioncontroller.cpp | 2288 |
1 files changed, 1144 insertions, 1144 deletions
diff --git a/indra/llcharacter/llmotioncontroller.cpp b/indra/llcharacter/llmotioncontroller.cpp index e4dc066d58..5f99633a58 100644 --- a/indra/llcharacter/llmotioncontroller.cpp +++ b/indra/llcharacter/llmotioncontroller.cpp @@ -1,1144 +1,1144 @@ -/**
- * @file llmotioncontroller.cpp
- * @brief Implementation of LLMotionController 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 "llmotioncontroller.h"
-#include "llfasttimer.h"
-#include "llkeyframemotion.h"
-#include "llmath.h"
-#include "lltimer.h"
-#include "llanimationstates.h"
-#include "llstl.h"
-
-// This is why LL_CHARACTER_MAX_ANIMATED_JOINTS needs to be a multiple of 4.
-const S32 NUM_JOINT_SIGNATURE_STRIDES = LL_CHARACTER_MAX_ANIMATED_JOINTS / 4;
-const U32 MAX_MOTION_INSTANCES = 32;
-
-//-----------------------------------------------------------------------------
-// Constants and statics
-//-----------------------------------------------------------------------------
-F32 LLMotionController::sCurrentTimeFactor = 1.f;
-LLMotionRegistry LLMotionController::sRegistry;
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLMotionRegistry class
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// LLMotionRegistry()
-// Class Constructor
-//-----------------------------------------------------------------------------
-LLMotionRegistry::LLMotionRegistry()
-{
-
-}
-
-
-//-----------------------------------------------------------------------------
-// ~LLMotionRegistry()
-// Class Destructor
-//-----------------------------------------------------------------------------
-LLMotionRegistry::~LLMotionRegistry()
-{
- mMotionTable.clear();
-}
-
-
-//-----------------------------------------------------------------------------
-// addMotion()
-//-----------------------------------------------------------------------------
-bool LLMotionRegistry::registerMotion( const LLUUID& id, LLMotionConstructor constructor )
-{
- // LL_INFOS() << "Registering motion: " << name << LL_ENDL;
- if (!is_in_map(mMotionTable, id))
- {
- mMotionTable[id] = constructor;
- return true;
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// markBad()
-//-----------------------------------------------------------------------------
-void LLMotionRegistry::markBad( const LLUUID& id )
-{
- mMotionTable[id] = LLMotionConstructor(NULL);
-}
-
-//-----------------------------------------------------------------------------
-// createMotion()
-//-----------------------------------------------------------------------------
-LLMotion *LLMotionRegistry::createMotion( const LLUUID &id )
-{
- LLMotionConstructor constructor = get_if_there(mMotionTable, id, LLMotionConstructor(NULL));
- LLMotion* motion = NULL;
-
- if ( constructor == NULL )
- {
- // *FIX: need to replace with a better default scheme. RN
- motion = LLKeyframeMotion::create(id);
- }
- else
- {
- motion = constructor(id);
- }
-
- return motion;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLMotionController class
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// LLMotionController()
-// Class Constructor
-//-----------------------------------------------------------------------------
-LLMotionController::LLMotionController()
- : mTimeFactor(sCurrentTimeFactor),
- mCharacter(NULL),
- mAnimTime(0.f),
- mPrevTimerElapsed(0.f),
- mLastTime(0.0f),
- mHasRunOnce(false),
- mPaused(false),
- mPausedFrame(0),
- mTimeStep(0.f),
- mTimeStepCount(0),
- mLastInterp(0.f),
- mIsSelf(false),
- mLastCountAfterPurge(0)
-{
-}
-
-
-//-----------------------------------------------------------------------------
-// ~LLMotionController()
-// Class Destructor
-//-----------------------------------------------------------------------------
-LLMotionController::~LLMotionController()
-{
- deleteAllMotions();
-}
-
-void LLMotionController::incMotionCounts(S32& num_motions, S32& num_loading_motions, S32& num_loaded_motions, S32& num_active_motions, S32& num_deprecated_motions)
-{
- num_motions += mAllMotions.size();
- num_loading_motions += mLoadingMotions.size();
- num_loaded_motions += mLoadedMotions.size();
- num_active_motions += mActiveMotions.size();
- num_deprecated_motions += mDeprecatedMotions.size();
-}
-
-//-----------------------------------------------------------------------------
-// deleteAllMotions()
-//-----------------------------------------------------------------------------
-void LLMotionController::deleteAllMotions()
-{
- mLoadingMotions.clear();
- mLoadedMotions.clear();
- mActiveMotions.clear();
-
- for_each(mAllMotions.begin(), mAllMotions.end(), DeletePairedPointer());
- mAllMotions.clear();
-
- // stinson 05/12/20014 : Ownership of the LLMotion pointers is transferred from
- // mAllMotions to mDeprecatedMotions in method
- // LLMotionController::deprecateMotionInstance(). Thus, we should also clean
- // up the mDeprecatedMotions list as well.
- for_each(mDeprecatedMotions.begin(), mDeprecatedMotions.end(), DeletePointer());
- mDeprecatedMotions.clear();
-}
-
-//-----------------------------------------------------------------------------
-// purgeExcessMotion()
-//-----------------------------------------------------------------------------
-void LLMotionController::purgeExcessMotions()
-{
- if (mLoadedMotions.size() > MAX_MOTION_INSTANCES)
- {
- // clean up deprecated motions
- for (motion_set_t::iterator deprecated_motion_it = mDeprecatedMotions.begin();
- deprecated_motion_it != mDeprecatedMotions.end(); )
- {
- motion_set_t::iterator cur_iter = deprecated_motion_it++;
- LLMotion* cur_motionp = *cur_iter;
- if (!isMotionActive(cur_motionp))
- {
- // Motion is deprecated so we know it's not cannonical,
- // we can safely remove the instance
- removeMotionInstance(cur_motionp); // modifies mDeprecatedMotions
- mDeprecatedMotions.erase(cur_iter);
- }
- }
- }
-
- std::set<LLUUID> motions_to_kill;
- if (mLoadedMotions.size() > MAX_MOTION_INSTANCES)
- {
- // too many motions active this frame, kill all blenders
- mPoseBlender.clearBlenders();
- for (LLMotion* cur_motionp : mLoadedMotions)
- {
- // motion isn't playing, delete it
- if (!isMotionActive(cur_motionp))
- {
- motions_to_kill.insert(cur_motionp->getID());
- }
- }
- }
-
- // clean up all inactive, loaded motions
- for (LLUUID motion_id : motions_to_kill)
- {
- // look up the motion again by ID to get canonical instance
- // and kill it only if that one is inactive
- LLMotion* motionp = findMotion(motion_id);
- if (motionp && !isMotionActive(motionp))
- {
- removeMotion(motion_id);
- }
- }
-
- U32 loaded_count = mLoadedMotions.size();
- if (loaded_count > (2 * MAX_MOTION_INSTANCES) && loaded_count > mLastCountAfterPurge)
- {
- LL_WARNS_ONCE("Animation") << loaded_count << " Loaded Motions. Amount of motions is over limit." << LL_ENDL;
- }
- mLastCountAfterPurge = loaded_count;
-}
-
-//-----------------------------------------------------------------------------
-// deactivateStoppedMotions()
-//-----------------------------------------------------------------------------
-void LLMotionController::deactivateStoppedMotions()
-{
- // Since we're hidden, deactivate any stopped motions.
- for (motion_list_t::iterator iter = mActiveMotions.begin();
- iter != mActiveMotions.end(); )
- {
- motion_list_t::iterator curiter = iter++;
- LLMotion* motionp = *curiter;
- if (motionp->isStopped())
- {
- deactivateMotionInstance(motionp);
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// setTimeStep()
-//-----------------------------------------------------------------------------
-void LLMotionController::setTimeStep(F32 step)
-{
- mTimeStep = step;
-
- if (step != 0.f)
- {
- // make sure timestamps conform to new quantum
- for (motion_list_t::iterator iter = mActiveMotions.begin();
- iter != mActiveMotions.end(); ++iter)
- {
- LLMotion* motionp = *iter;
- F32 activation_time = motionp->mActivationTimestamp;
- motionp->mActivationTimestamp = (F32)(llfloor(activation_time / step)) * step;
- bool stopped = motionp->isStopped();
- motionp->setStopTime((F32)(llfloor(motionp->getStopTime() / step)) * step);
- motionp->setStopped(stopped);
- motionp->mSendStopTimestamp = (F32)llfloor(motionp->mSendStopTimestamp / step) * step;
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// setTimeFactor()
-//-----------------------------------------------------------------------------
-void LLMotionController::setTimeFactor(F32 time_factor)
-{
- mTimeFactor = time_factor;
-}
-
-//-----------------------------------------------------------------------------
-// setCharacter()
-//-----------------------------------------------------------------------------
-void LLMotionController::setCharacter(LLCharacter *character)
-{
- mCharacter = character;
-}
-
-
-//-----------------------------------------------------------------------------
-// registerMotion()
-//-----------------------------------------------------------------------------
-bool LLMotionController::registerMotion( const LLUUID& id, LLMotionConstructor constructor )
-{
- return sRegistry.registerMotion(id, constructor);
-}
-
-//-----------------------------------------------------------------------------
-// removeMotion()
-//-----------------------------------------------------------------------------
-void LLMotionController::removeMotion( const LLUUID& id)
-{
- LLMotion* motionp = findMotion(id);
- mAllMotions.erase(id);
- removeMotionInstance(motionp);
-}
-
-// removes instance of a motion from all runtime structures, but does
-// not erase entry by ID, as this could be a duplicate instance
-// use removeMotion(id) to remove all references to a given motion by id.
-void LLMotionController::removeMotionInstance(LLMotion* motionp)
-{
- if (motionp)
- {
- llassert(findMotion(motionp->getID()) != motionp);
- if (motionp->isActive())
- motionp->deactivate();
- mLoadingMotions.erase(motionp);
- mLoadedMotions.erase(motionp);
- mActiveMotions.remove(motionp);
- delete motionp;
- }
-}
-
-//-----------------------------------------------------------------------------
-// createMotion()
-//-----------------------------------------------------------------------------
-LLMotion* LLMotionController::createMotion( const LLUUID &id )
-{
- // do we have an instance of this motion for this character?
- LLMotion *motion = findMotion(id);
-
- // if not, we need to create one
- if (!motion)
- {
- // look up constructor and create it
- motion = sRegistry.createMotion(id);
- if (!motion)
- {
- return NULL;
- }
-
- // look up name for default motions
- const char* motion_name = gAnimLibrary.animStateToString(id);
- if (motion_name)
- {
- motion->setName(motion_name);
- }
-
- // initialize the new instance
- LLMotion::LLMotionInitStatus stat = motion->onInitialize(mCharacter);
- switch(stat)
- {
- case LLMotion::STATUS_FAILURE:
- LL_INFOS() << "Motion " << id << " init failed." << LL_ENDL;
- sRegistry.markBad(id);
- delete motion;
- return NULL;
- case LLMotion::STATUS_HOLD:
- mLoadingMotions.insert(motion);
- break;
- case LLMotion::STATUS_SUCCESS:
- // add motion to our list
- mLoadedMotions.insert(motion);
- break;
- default:
- LL_ERRS() << "Invalid initialization status" << LL_ENDL;
- break;
- }
-
- mAllMotions[id] = motion;
- }
- return motion;
-}
-
-//-----------------------------------------------------------------------------
-// startMotion()
-//-----------------------------------------------------------------------------
-bool LLMotionController::startMotion(const LLUUID &id, F32 start_offset)
-{
- // do we have an instance of this motion for this character?
- LLMotion *motion = findMotion(id);
-
- // motion that is stopping will be allowed to stop but
- // replaced by a new instance of that motion
- if (motion
- && !mPaused
- && motion->canDeprecate()
- && motion->getFadeWeight() > 0.01f // not LOD-ed out
- && (motion->isBlending() || motion->getStopTime() != 0.f))
- {
- deprecateMotionInstance(motion);
- // force creation of new instance
- motion = NULL;
- }
-
- // create new motion instance
- if (!motion)
- {
- motion = createMotion(id);
- }
-
- if (!motion)
- {
- return false;
- }
- //if the motion is already active and allows deprecation, then let it keep playing
- else if (motion->canDeprecate() && isMotionActive(motion))
- {
- return true;
- }
-
-// LL_INFOS() << "Starting motion " << name << LL_ENDL;
- return activateMotionInstance(motion, mAnimTime - start_offset);
-}
-
-
-//-----------------------------------------------------------------------------
-// stopMotionLocally()
-//-----------------------------------------------------------------------------
-bool LLMotionController::stopMotionLocally(const LLUUID &id, bool stop_immediate)
-{
- // if already inactive, return false
- LLMotion *motion = findMotion(id);
- // SL-1290: always stop immediate if paused
- return stopMotionInstance(motion, stop_immediate||mPaused);
-}
-
-bool LLMotionController::stopMotionInstance(LLMotion* motion, bool stop_immediate)
-{
- if (!motion)
- {
- return false;
- }
-
-
- // If on active list, stop it
- if (isMotionActive(motion) && !motion->isStopped())
- {
- motion->setStopTime(mAnimTime);
- if (stop_immediate)
- {
- deactivateMotionInstance(motion);
- }
- return true;
- }
- else if (isMotionLoading(motion))
- {
- motion->setStopped(true);
- return true;
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// updateRegularMotions()
-//-----------------------------------------------------------------------------
-void LLMotionController::updateRegularMotions()
-{
- updateMotionsByType(LLMotion::NORMAL_BLEND);
-}
-
-//-----------------------------------------------------------------------------
-// updateAdditiveMotions()
-//-----------------------------------------------------------------------------
-void LLMotionController::updateAdditiveMotions()
-{
- updateMotionsByType(LLMotion::ADDITIVE_BLEND);
-}
-
-//-----------------------------------------------------------------------------
-// resetJointSignatures()
-//-----------------------------------------------------------------------------
-void LLMotionController::resetJointSignatures()
-{
- memset(&mJointSignature[0][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS);
- memset(&mJointSignature[1][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS);
-}
-
-//-----------------------------------------------------------------------------
-// updateIdleMotion()
-// minimal updates for active motions
-//-----------------------------------------------------------------------------
-void LLMotionController::updateIdleMotion(LLMotion* motionp)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
- if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration())
- {
- deactivateMotionInstance(motionp);
- }
- else if (motionp->isStopped() && mAnimTime > motionp->getStopTime())
- {
- // is this the first iteration in the ease out phase?
- if (mLastTime <= motionp->getStopTime())
- {
- // store residual weight for this motion
- motionp->mResidualWeight = motionp->getPose()->getWeight();
- }
- }
- else if (mAnimTime > motionp->mSendStopTimestamp)
- {
- // notify character of timed stop event on first iteration past sendstoptimestamp
- // this will only be called when an animation stops itself (runs out of time)
- if (mLastTime <= motionp->mSendStopTimestamp)
- {
- mCharacter->requestStopMotion( motionp );
- stopMotionInstance(motionp, false);
- }
- }
- else if (mAnimTime >= motionp->mActivationTimestamp)
- {
- if (mLastTime < motionp->mActivationTimestamp)
- {
- motionp->mResidualWeight = motionp->getPose()->getWeight();
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// updateIdleActiveMotions()
-// Call this instead of updateMotionsByType for hidden avatars
-//-----------------------------------------------------------------------------
-void LLMotionController::updateIdleActiveMotions()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
- for (motion_list_t::iterator iter = mActiveMotions.begin();
- iter != mActiveMotions.end(); )
- {
- motion_list_t::iterator curiter = iter++;
- LLMotion* motionp = *curiter;
- updateIdleMotion(motionp);
- }
-}
-
-//-----------------------------------------------------------------------------
-// updateMotionsByType()
-//-----------------------------------------------------------------------------
-void LLMotionController::updateMotionsByType(LLMotion::LLMotionBlendType anim_type)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
- bool update_result = true;
- U8 last_joint_signature[LL_CHARACTER_MAX_ANIMATED_JOINTS];
-
- memset(&last_joint_signature, 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS);
-
- // iterate through active motions in chronological order
- for (motion_list_t::iterator iter = mActiveMotions.begin();
- iter != mActiveMotions.end(); )
- {
- motion_list_t::iterator curiter = iter++;
- LLMotion* motionp = *curiter;
- if (motionp->getBlendType() != anim_type)
- {
- continue;
- }
-
- bool update_motion = false;
-
- if (motionp->getPose()->getWeight() < 1.f)
- {
- update_motion = true;
- }
- else
- {
- for (S32 i = 0; i < NUM_JOINT_SIGNATURE_STRIDES; i++)
- {
- U32 *current_signature = (U32*)&(mJointSignature[0][i * 4]);
- U32 test_signature = *(U32*)&(motionp->mJointSignature[0][i * 4]);
-
- if ((*current_signature | test_signature) > (*current_signature))
- {
- *current_signature |= test_signature;
- update_motion = true;
- }
-
- *((U32*)&last_joint_signature[i * 4]) = *(U32*)&(mJointSignature[1][i * 4]);
- current_signature = (U32*)&(mJointSignature[1][i * 4]);
- test_signature = *(U32*)&(motionp->mJointSignature[1][i * 4]);
-
- if ((*current_signature | test_signature) > (*current_signature))
- {
- *current_signature |= test_signature;
- update_motion = true;
- }
- }
- }
-
- if (!update_motion)
- {
- updateIdleMotion(motionp);
- continue;
- }
-
- LLPose *posep = motionp->getPose();
-
- // only filter by LOD after running every animation at least once (to prime the avatar state)
- if (mHasRunOnce && motionp->getMinPixelArea() > mCharacter->getPixelArea())
- {
- motionp->fadeOut();
-
- //should we notify the simulator that this motion should be stopped (check even if skipped by LOD logic)
- if (mAnimTime > motionp->mSendStopTimestamp)
- {
- // notify character of timed stop event on first iteration past sendstoptimestamp
- // this will only be called when an animation stops itself (runs out of time)
- if (mLastTime <= motionp->mSendStopTimestamp)
- {
- mCharacter->requestStopMotion( motionp );
- stopMotionInstance(motionp, false);
- }
- }
-
- if (motionp->getFadeWeight() < 0.01f)
- {
- if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration())
- {
- posep->setWeight(0.f);
- deactivateMotionInstance(motionp);
- }
- continue;
- }
- }
- else
- {
- motionp->fadeIn();
- }
-
- //**********************
- // MOTION INACTIVE
- //**********************
- if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration())
- {
- // this motion has gone on too long, deactivate it
- // did we have a chance to stop it?
- if (mLastTime <= motionp->getStopTime())
- {
- // if not, let's stop it this time through and deactivate it the next
-
- posep->setWeight(motionp->getFadeWeight());
- motionp->onUpdate(motionp->getStopTime() - motionp->mActivationTimestamp, last_joint_signature);
- }
- else
- {
- posep->setWeight(0.f);
- deactivateMotionInstance(motionp);
- continue;
- }
- }
-
- //**********************
- // MOTION EASE OUT
- //**********************
- else if (motionp->isStopped() && mAnimTime > motionp->getStopTime())
- {
- // is this the first iteration in the ease out phase?
- if (mLastTime <= motionp->getStopTime())
- {
- // store residual weight for this motion
- motionp->mResidualWeight = motionp->getPose()->getWeight();
- }
-
- if (motionp->getEaseOutDuration() == 0.f)
- {
- posep->setWeight(0.f);
- }
- else
- {
- posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight * cubic_step(1.f - ((mAnimTime - motionp->getStopTime()) / motionp->getEaseOutDuration())));
- }
-
- // perform motion update
- update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature);
- }
-
- //**********************
- // MOTION ACTIVE
- //**********************
- else if (mAnimTime > motionp->mActivationTimestamp + motionp->getEaseInDuration())
- {
- posep->setWeight(motionp->getFadeWeight());
-
- //should we notify the simulator that this motion should be stopped?
- if (mAnimTime > motionp->mSendStopTimestamp)
- {
- // notify character of timed stop event on first iteration past sendstoptimestamp
- // this will only be called when an animation stops itself (runs out of time)
- if (mLastTime <= motionp->mSendStopTimestamp)
- {
- mCharacter->requestStopMotion( motionp );
- stopMotionInstance(motionp, false);
- }
- }
-
- // perform motion update
- {
- update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature);
- }
- }
-
- //**********************
- // MOTION EASE IN
- //**********************
- else if (mAnimTime >= motionp->mActivationTimestamp)
- {
- if (mLastTime < motionp->mActivationTimestamp)
- {
- motionp->mResidualWeight = motionp->getPose()->getWeight();
- }
- if (motionp->getEaseInDuration() == 0.f)
- {
- posep->setWeight(motionp->getFadeWeight());
- }
- else
- {
- // perform motion update
- posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight + (1.f - motionp->mResidualWeight) * cubic_step((mAnimTime - motionp->mActivationTimestamp) / motionp->getEaseInDuration()));
- }
- // perform motion update
- update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature);
- }
- else
- {
- posep->setWeight(0.f);
- update_result = motionp->onUpdate(0.f, last_joint_signature);
- }
-
- // allow motions to deactivate themselves
- if (!update_result)
- {
- if (!motionp->isStopped() || motionp->getStopTime() > mAnimTime)
- {
- // animation has stopped itself due to internal logic
- // propagate this to the network
- // as not all viewers are guaranteed to have access to the same logic
- mCharacter->requestStopMotion( motionp );
- stopMotionInstance(motionp, false);
- }
-
- }
-
- // even if onupdate returns false, add this motion in to the blend one last time
- mPoseBlender.addMotion(motionp);
- }
-}
-
-//-----------------------------------------------------------------------------
-// updateLoadingMotions()
-//-----------------------------------------------------------------------------
-void LLMotionController::updateLoadingMotions()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
- // query pending motions for completion
- for (motion_set_t::iterator iter = mLoadingMotions.begin();
- iter != mLoadingMotions.end(); )
- {
- motion_set_t::iterator curiter = iter++;
- LLMotion* motionp = *curiter;
- if( !motionp)
- {
- continue; // maybe shouldn't happen but i've seen it -MG
- }
- LLMotion::LLMotionInitStatus status = motionp->onInitialize(mCharacter);
- if (status == LLMotion::STATUS_SUCCESS)
- {
- mLoadingMotions.erase(curiter);
- // add motion to our loaded motion list
- mLoadedMotions.insert(motionp);
- // this motion should be playing
- if (!motionp->isStopped())
- {
- activateMotionInstance(motionp, mAnimTime);
- }
- }
- else if (status == LLMotion::STATUS_FAILURE)
- {
- LL_INFOS() << "Motion " << motionp->getID() << " init failed." << LL_ENDL;
- sRegistry.markBad(motionp->getID());
- mLoadingMotions.erase(curiter);
- motion_set_t::iterator found_it = mDeprecatedMotions.find(motionp);
- if (found_it != mDeprecatedMotions.end())
- {
- mDeprecatedMotions.erase(found_it);
- }
- mAllMotions.erase(motionp->getID());
- delete motionp;
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// call updateMotion() or updateMotionsMinimal() every frame
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// updateMotion()
-//-----------------------------------------------------------------------------
-void LLMotionController::updateMotions(bool force_update)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
- // SL-763: "Distant animated objects run at super fast speed"
- // The use_quantum optimization or possibly the associated code in setTimeStamp()
- // does not work as implemented.
- // Currently setting mTimeStep to nonzero is disabled elsewhere.
- bool use_quantum = (mTimeStep != 0.f);
-
- // Always update mPrevTimerElapsed
- F32 cur_time = mTimer.getElapsedTimeF32();
- F32 delta_time = cur_time - mPrevTimerElapsed;
- mPrevTimerElapsed = cur_time;
- mLastTime = mAnimTime;
-
- // Always cap the number of loaded motions
- purgeExcessMotions();
-
- // Update timing info for this time step.
- if (!mPaused)
- {
- F32 update_time = mAnimTime + delta_time * mTimeFactor;
- if (use_quantum)
- {
- F32 time_interval = fmodf(update_time, mTimeStep);
-
- // always animate *ahead* of actual time
- S32 quantum_count = llmax(0, llfloor((update_time - time_interval) / mTimeStep)) + 1;
- if (quantum_count == mTimeStepCount)
- {
- // we're still in same time quantum as before, so just interpolate and exit
- if (!mPaused)
- {
- F32 interp = time_interval / mTimeStep;
- mPoseBlender.interpolate(interp - mLastInterp);
- mLastInterp = interp;
- }
-
- updateLoadingMotions();
-
- return;
- }
-
- // is calculating a new keyframe pose, make sure the last one gets applied
- mPoseBlender.interpolate(1.f);
- clearBlenders();
-
- mTimeStepCount = quantum_count;
- mAnimTime = (F32)quantum_count * mTimeStep;
- mLastInterp = 0.f;
- }
- else
- {
- mAnimTime = update_time;
- }
- }
-
- updateLoadingMotions();
-
- resetJointSignatures();
-
- if (mPaused && !force_update)
- {
- updateIdleActiveMotions();
- }
- else
- {
- // update additive motions
- updateAdditiveMotions();
-
- resetJointSignatures();
-
- // update all regular motions
- updateRegularMotions();
-
- if (use_quantum)
- {
- mPoseBlender.blendAndCache(true);
- }
- else
- {
- mPoseBlender.blendAndApply();
- }
- }
-
- mHasRunOnce = true;
-// LL_INFOS() << "Motion controller time " << motionTimer.getElapsedTimeF32() << LL_ENDL;
-}
-
-//-----------------------------------------------------------------------------
-// updateMotionsMinimal()
-// minimal update (e.g. while hidden)
-//-----------------------------------------------------------------------------
-void LLMotionController::updateMotionsMinimal()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
- // Always update mPrevTimerElapsed
- mPrevTimerElapsed = mTimer.getElapsedTimeF32();
-
- purgeExcessMotions();
- updateLoadingMotions();
- resetJointSignatures();
-
- deactivateStoppedMotions();
-
- mHasRunOnce = true;
-}
-
-//-----------------------------------------------------------------------------
-// activateMotionInstance()
-//-----------------------------------------------------------------------------
-bool LLMotionController::activateMotionInstance(LLMotion *motion, F32 time)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
- // It's not clear why the getWeight() line seems to be crashing this, but
- // hopefully this fixes it.
- if (motion == NULL || motion->getPose() == NULL)
- {
- return false;
- }
-
- if (mLoadingMotions.find(motion) != mLoadingMotions.end())
- {
- // we want to start this motion, but we can't yet, so flag it as started
- motion->setStopped(false);
- // report pending animations as activated
- return true;
- }
-
- motion->mResidualWeight = motion->getPose()->getWeight();
-
- // set stop time based on given duration and ease out time
- if (motion->getDuration() != 0.f && !motion->getLoop())
- {
- F32 ease_out_time;
- F32 motion_duration;
-
- // should we stop at the end of motion duration, or a bit earlier
- // to allow it to ease out while moving?
- ease_out_time = motion->getEaseOutDuration();
-
- // is the clock running when the motion is easing in?
- // if not (POSTURE_EASE) then we need to wait that much longer before triggering the stop
- motion_duration = llmax(motion->getDuration() - ease_out_time, 0.f);
- motion->mSendStopTimestamp = time + motion_duration;
- }
- else
- {
- motion->mSendStopTimestamp = F32_MAX;
- }
-
- if (motion->isActive())
- {
- mActiveMotions.remove(motion);
- }
- mActiveMotions.push_front(motion);
-
- motion->activate(time);
- motion->onUpdate(0.f, mJointSignature[1]);
-
- if (mAnimTime >= motion->mSendStopTimestamp)
- {
- motion->setStopTime(motion->mSendStopTimestamp);
- if (motion->mResidualWeight == 0.0f)
- {
- // bit of a hack; if newly activating a motion while easing out, weight should = 1
- motion->mResidualWeight = 1.f;
- }
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// deactivateMotionInstance()
-//-----------------------------------------------------------------------------
-bool LLMotionController::deactivateMotionInstance(LLMotion *motion)
-{
- motion->deactivate();
-
- motion_set_t::iterator found_it = mDeprecatedMotions.find(motion);
- if (found_it != mDeprecatedMotions.end())
- {
- // deprecated motions need to be completely excised
- removeMotionInstance(motion);
- mDeprecatedMotions.erase(found_it);
- }
- else
- {
- // for motions that we are keeping, simply remove from active queue
- mActiveMotions.remove(motion);
- }
-
- return true;
-}
-
-void LLMotionController::deprecateMotionInstance(LLMotion* motion)
-{
- mDeprecatedMotions.insert(motion);
-
- //fade out deprecated motion
- stopMotionInstance(motion, false);
- //no longer canonical
- mAllMotions.erase(motion->getID());
-}
-
-//-----------------------------------------------------------------------------
-// isMotionActive()
-//-----------------------------------------------------------------------------
-bool LLMotionController::isMotionActive(LLMotion *motion)
-{
- return (motion && motion->isActive());
-}
-
-//-----------------------------------------------------------------------------
-// isMotionLoading()
-//-----------------------------------------------------------------------------
-bool LLMotionController::isMotionLoading(LLMotion* motion)
-{
- return (mLoadingMotions.find(motion) != mLoadingMotions.end());
-}
-
-
-//-----------------------------------------------------------------------------
-// findMotion()
-//-----------------------------------------------------------------------------
-LLMotion* LLMotionController::findMotion(const LLUUID& id) const
-{
- motion_map_t::const_iterator iter = mAllMotions.find(id);
- if(iter == mAllMotions.end())
- {
- return NULL;
- }
- else
- {
- return iter->second;
- }
-}
-
-//-----------------------------------------------------------------------------
-// dumpMotions()
-//-----------------------------------------------------------------------------
-void LLMotionController::dumpMotions()
-{
- LL_INFOS() << "=====================================" << LL_ENDL;
- for (motion_map_t::value_type& motion_pair : mAllMotions)
- {
- LLUUID id = motion_pair.first;
- std::string state_string;
- LLMotion *motion = motion_pair.second;
- if (mLoadingMotions.find(motion) != mLoadingMotions.end())
- state_string += std::string("l");
- if (mLoadedMotions.find(motion) != mLoadedMotions.end())
- state_string += std::string("L");
- if (std::find(mActiveMotions.begin(), mActiveMotions.end(), motion)!=mActiveMotions.end())
- state_string += std::string("A");
- if (mDeprecatedMotions.find(motion) != mDeprecatedMotions.end())
- state_string += std::string("D");
- LL_INFOS() << gAnimLibrary.animationName(id) << " " << state_string << LL_ENDL;
-
- }
-}
-
-//-----------------------------------------------------------------------------
-// deactivateAllMotions()
-//-----------------------------------------------------------------------------
-void LLMotionController::deactivateAllMotions()
-{
- for (motion_map_t::value_type& motion_pair : mAllMotions)
- {
- LLMotion* motionp = motion_pair.second;
- deactivateMotionInstance(motionp);
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// flushAllMotions()
-//-----------------------------------------------------------------------------
-void LLMotionController::flushAllMotions()
-{
- std::vector<std::pair<LLUUID,F32> > active_motions;
- active_motions.reserve(mActiveMotions.size());
- for (motion_list_t::iterator iter = mActiveMotions.begin();
- iter != mActiveMotions.end(); )
- {
- motion_list_t::iterator curiter = iter++;
- LLMotion* motionp = *curiter;
- F32 dtime = mAnimTime - motionp->mActivationTimestamp;
- active_motions.push_back(std::make_pair(motionp->getID(),dtime));
- motionp->deactivate(); // don't call deactivateMotionInstance() because we are going to reactivate it
- }
- mActiveMotions.clear();
-
- // delete all motion instances
- deleteAllMotions();
-
- // kill current hand pose that was previously called out by
- // keyframe motion
- mCharacter->removeAnimationData("Hand Pose");
-
- // restart motions
- for (std::vector<std::pair<LLUUID,F32> >::value_type& motion_pair : active_motions)
- {
- startMotion(motion_pair.first, motion_pair.second);
- }
-}
-
-//-----------------------------------------------------------------------------
-// pause()
-//-----------------------------------------------------------------------------
-void LLMotionController::pauseAllMotions()
-{
- if (!mPaused)
- {
- //LL_INFOS() << "Pausing animations..." << LL_ENDL;
- mPaused = true;
- mPausedFrame = LLFrameTimer::getFrameCount();
- }
-
-}
-
-//-----------------------------------------------------------------------------
-// unpause()
-//-----------------------------------------------------------------------------
-void LLMotionController::unpauseAllMotions()
-{
- if (mPaused)
- {
- //LL_INFOS() << "Unpausing animations..." << LL_ENDL;
- mPaused = false;
- }
-}
-// End
+/** + * @file llmotioncontroller.cpp + * @brief Implementation of LLMotionController 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 "llmotioncontroller.h" +#include "llfasttimer.h" +#include "llkeyframemotion.h" +#include "llmath.h" +#include "lltimer.h" +#include "llanimationstates.h" +#include "llstl.h" + +// This is why LL_CHARACTER_MAX_ANIMATED_JOINTS needs to be a multiple of 4. +const S32 NUM_JOINT_SIGNATURE_STRIDES = LL_CHARACTER_MAX_ANIMATED_JOINTS / 4; +const U32 MAX_MOTION_INSTANCES = 32; + +//----------------------------------------------------------------------------- +// Constants and statics +//----------------------------------------------------------------------------- +F32 LLMotionController::sCurrentTimeFactor = 1.f; +LLMotionRegistry LLMotionController::sRegistry; + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// LLMotionRegistry class +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// LLMotionRegistry() +// Class Constructor +//----------------------------------------------------------------------------- +LLMotionRegistry::LLMotionRegistry() +{ + +} + + +//----------------------------------------------------------------------------- +// ~LLMotionRegistry() +// Class Destructor +//----------------------------------------------------------------------------- +LLMotionRegistry::~LLMotionRegistry() +{ + mMotionTable.clear(); +} + + +//----------------------------------------------------------------------------- +// addMotion() +//----------------------------------------------------------------------------- +bool LLMotionRegistry::registerMotion( const LLUUID& id, LLMotionConstructor constructor ) +{ + // LL_INFOS() << "Registering motion: " << name << LL_ENDL; + if (!is_in_map(mMotionTable, id)) + { + mMotionTable[id] = constructor; + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// markBad() +//----------------------------------------------------------------------------- +void LLMotionRegistry::markBad( const LLUUID& id ) +{ + mMotionTable[id] = LLMotionConstructor(NULL); +} + +//----------------------------------------------------------------------------- +// createMotion() +//----------------------------------------------------------------------------- +LLMotion *LLMotionRegistry::createMotion( const LLUUID &id ) +{ + LLMotionConstructor constructor = get_if_there(mMotionTable, id, LLMotionConstructor(NULL)); + LLMotion* motion = NULL; + + if ( constructor == NULL ) + { + // *FIX: need to replace with a better default scheme. RN + motion = LLKeyframeMotion::create(id); + } + else + { + motion = constructor(id); + } + + return motion; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// LLMotionController class +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// LLMotionController() +// Class Constructor +//----------------------------------------------------------------------------- +LLMotionController::LLMotionController() + : mTimeFactor(sCurrentTimeFactor), + mCharacter(NULL), + mAnimTime(0.f), + mPrevTimerElapsed(0.f), + mLastTime(0.0f), + mHasRunOnce(false), + mPaused(false), + mPausedFrame(0), + mTimeStep(0.f), + mTimeStepCount(0), + mLastInterp(0.f), + mIsSelf(false), + mLastCountAfterPurge(0) +{ +} + + +//----------------------------------------------------------------------------- +// ~LLMotionController() +// Class Destructor +//----------------------------------------------------------------------------- +LLMotionController::~LLMotionController() +{ + deleteAllMotions(); +} + +void LLMotionController::incMotionCounts(S32& num_motions, S32& num_loading_motions, S32& num_loaded_motions, S32& num_active_motions, S32& num_deprecated_motions) +{ + num_motions += mAllMotions.size(); + num_loading_motions += mLoadingMotions.size(); + num_loaded_motions += mLoadedMotions.size(); + num_active_motions += mActiveMotions.size(); + num_deprecated_motions += mDeprecatedMotions.size(); +} + +//----------------------------------------------------------------------------- +// deleteAllMotions() +//----------------------------------------------------------------------------- +void LLMotionController::deleteAllMotions() +{ + mLoadingMotions.clear(); + mLoadedMotions.clear(); + mActiveMotions.clear(); + + for_each(mAllMotions.begin(), mAllMotions.end(), DeletePairedPointer()); + mAllMotions.clear(); + + // stinson 05/12/20014 : Ownership of the LLMotion pointers is transferred from + // mAllMotions to mDeprecatedMotions in method + // LLMotionController::deprecateMotionInstance(). Thus, we should also clean + // up the mDeprecatedMotions list as well. + for_each(mDeprecatedMotions.begin(), mDeprecatedMotions.end(), DeletePointer()); + mDeprecatedMotions.clear(); +} + +//----------------------------------------------------------------------------- +// purgeExcessMotion() +//----------------------------------------------------------------------------- +void LLMotionController::purgeExcessMotions() +{ + if (mLoadedMotions.size() > MAX_MOTION_INSTANCES) + { + // clean up deprecated motions + for (motion_set_t::iterator deprecated_motion_it = mDeprecatedMotions.begin(); + deprecated_motion_it != mDeprecatedMotions.end(); ) + { + motion_set_t::iterator cur_iter = deprecated_motion_it++; + LLMotion* cur_motionp = *cur_iter; + if (!isMotionActive(cur_motionp)) + { + // Motion is deprecated so we know it's not cannonical, + // we can safely remove the instance + removeMotionInstance(cur_motionp); // modifies mDeprecatedMotions + mDeprecatedMotions.erase(cur_iter); + } + } + } + + std::set<LLUUID> motions_to_kill; + if (mLoadedMotions.size() > MAX_MOTION_INSTANCES) + { + // too many motions active this frame, kill all blenders + mPoseBlender.clearBlenders(); + for (LLMotion* cur_motionp : mLoadedMotions) + { + // motion isn't playing, delete it + if (!isMotionActive(cur_motionp)) + { + motions_to_kill.insert(cur_motionp->getID()); + } + } + } + + // clean up all inactive, loaded motions + for (LLUUID motion_id : motions_to_kill) + { + // look up the motion again by ID to get canonical instance + // and kill it only if that one is inactive + LLMotion* motionp = findMotion(motion_id); + if (motionp && !isMotionActive(motionp)) + { + removeMotion(motion_id); + } + } + + U32 loaded_count = mLoadedMotions.size(); + if (loaded_count > (2 * MAX_MOTION_INSTANCES) && loaded_count > mLastCountAfterPurge) + { + LL_WARNS_ONCE("Animation") << loaded_count << " Loaded Motions. Amount of motions is over limit." << LL_ENDL; + } + mLastCountAfterPurge = loaded_count; +} + +//----------------------------------------------------------------------------- +// deactivateStoppedMotions() +//----------------------------------------------------------------------------- +void LLMotionController::deactivateStoppedMotions() +{ + // Since we're hidden, deactivate any stopped motions. + for (motion_list_t::iterator iter = mActiveMotions.begin(); + iter != mActiveMotions.end(); ) + { + motion_list_t::iterator curiter = iter++; + LLMotion* motionp = *curiter; + if (motionp->isStopped()) + { + deactivateMotionInstance(motionp); + } + } +} + +//----------------------------------------------------------------------------- +// setTimeStep() +//----------------------------------------------------------------------------- +void LLMotionController::setTimeStep(F32 step) +{ + mTimeStep = step; + + if (step != 0.f) + { + // make sure timestamps conform to new quantum + for (motion_list_t::iterator iter = mActiveMotions.begin(); + iter != mActiveMotions.end(); ++iter) + { + LLMotion* motionp = *iter; + F32 activation_time = motionp->mActivationTimestamp; + motionp->mActivationTimestamp = (F32)(llfloor(activation_time / step)) * step; + bool stopped = motionp->isStopped(); + motionp->setStopTime((F32)(llfloor(motionp->getStopTime() / step)) * step); + motionp->setStopped(stopped); + motionp->mSendStopTimestamp = (F32)llfloor(motionp->mSendStopTimestamp / step) * step; + } + } +} + +//----------------------------------------------------------------------------- +// setTimeFactor() +//----------------------------------------------------------------------------- +void LLMotionController::setTimeFactor(F32 time_factor) +{ + mTimeFactor = time_factor; +} + +//----------------------------------------------------------------------------- +// setCharacter() +//----------------------------------------------------------------------------- +void LLMotionController::setCharacter(LLCharacter *character) +{ + mCharacter = character; +} + + +//----------------------------------------------------------------------------- +// registerMotion() +//----------------------------------------------------------------------------- +bool LLMotionController::registerMotion( const LLUUID& id, LLMotionConstructor constructor ) +{ + return sRegistry.registerMotion(id, constructor); +} + +//----------------------------------------------------------------------------- +// removeMotion() +//----------------------------------------------------------------------------- +void LLMotionController::removeMotion( const LLUUID& id) +{ + LLMotion* motionp = findMotion(id); + mAllMotions.erase(id); + removeMotionInstance(motionp); +} + +// removes instance of a motion from all runtime structures, but does +// not erase entry by ID, as this could be a duplicate instance +// use removeMotion(id) to remove all references to a given motion by id. +void LLMotionController::removeMotionInstance(LLMotion* motionp) +{ + if (motionp) + { + llassert(findMotion(motionp->getID()) != motionp); + if (motionp->isActive()) + motionp->deactivate(); + mLoadingMotions.erase(motionp); + mLoadedMotions.erase(motionp); + mActiveMotions.remove(motionp); + delete motionp; + } +} + +//----------------------------------------------------------------------------- +// createMotion() +//----------------------------------------------------------------------------- +LLMotion* LLMotionController::createMotion( const LLUUID &id ) +{ + // do we have an instance of this motion for this character? + LLMotion *motion = findMotion(id); + + // if not, we need to create one + if (!motion) + { + // look up constructor and create it + motion = sRegistry.createMotion(id); + if (!motion) + { + return NULL; + } + + // look up name for default motions + const char* motion_name = gAnimLibrary.animStateToString(id); + if (motion_name) + { + motion->setName(motion_name); + } + + // initialize the new instance + LLMotion::LLMotionInitStatus stat = motion->onInitialize(mCharacter); + switch(stat) + { + case LLMotion::STATUS_FAILURE: + LL_INFOS() << "Motion " << id << " init failed." << LL_ENDL; + sRegistry.markBad(id); + delete motion; + return NULL; + case LLMotion::STATUS_HOLD: + mLoadingMotions.insert(motion); + break; + case LLMotion::STATUS_SUCCESS: + // add motion to our list + mLoadedMotions.insert(motion); + break; + default: + LL_ERRS() << "Invalid initialization status" << LL_ENDL; + break; + } + + mAllMotions[id] = motion; + } + return motion; +} + +//----------------------------------------------------------------------------- +// startMotion() +//----------------------------------------------------------------------------- +bool LLMotionController::startMotion(const LLUUID &id, F32 start_offset) +{ + // do we have an instance of this motion for this character? + LLMotion *motion = findMotion(id); + + // motion that is stopping will be allowed to stop but + // replaced by a new instance of that motion + if (motion + && !mPaused + && motion->canDeprecate() + && motion->getFadeWeight() > 0.01f // not LOD-ed out + && (motion->isBlending() || motion->getStopTime() != 0.f)) + { + deprecateMotionInstance(motion); + // force creation of new instance + motion = NULL; + } + + // create new motion instance + if (!motion) + { + motion = createMotion(id); + } + + if (!motion) + { + return false; + } + //if the motion is already active and allows deprecation, then let it keep playing + else if (motion->canDeprecate() && isMotionActive(motion)) + { + return true; + } + +// LL_INFOS() << "Starting motion " << name << LL_ENDL; + return activateMotionInstance(motion, mAnimTime - start_offset); +} + + +//----------------------------------------------------------------------------- +// stopMotionLocally() +//----------------------------------------------------------------------------- +bool LLMotionController::stopMotionLocally(const LLUUID &id, bool stop_immediate) +{ + // if already inactive, return false + LLMotion *motion = findMotion(id); + // SL-1290: always stop immediate if paused + return stopMotionInstance(motion, stop_immediate||mPaused); +} + +bool LLMotionController::stopMotionInstance(LLMotion* motion, bool stop_immediate) +{ + if (!motion) + { + return false; + } + + + // If on active list, stop it + if (isMotionActive(motion) && !motion->isStopped()) + { + motion->setStopTime(mAnimTime); + if (stop_immediate) + { + deactivateMotionInstance(motion); + } + return true; + } + else if (isMotionLoading(motion)) + { + motion->setStopped(true); + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// updateRegularMotions() +//----------------------------------------------------------------------------- +void LLMotionController::updateRegularMotions() +{ + updateMotionsByType(LLMotion::NORMAL_BLEND); +} + +//----------------------------------------------------------------------------- +// updateAdditiveMotions() +//----------------------------------------------------------------------------- +void LLMotionController::updateAdditiveMotions() +{ + updateMotionsByType(LLMotion::ADDITIVE_BLEND); +} + +//----------------------------------------------------------------------------- +// resetJointSignatures() +//----------------------------------------------------------------------------- +void LLMotionController::resetJointSignatures() +{ + memset(&mJointSignature[0][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS); + memset(&mJointSignature[1][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS); +} + +//----------------------------------------------------------------------------- +// updateIdleMotion() +// minimal updates for active motions +//----------------------------------------------------------------------------- +void LLMotionController::updateIdleMotion(LLMotion* motionp) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; + if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration()) + { + deactivateMotionInstance(motionp); + } + else if (motionp->isStopped() && mAnimTime > motionp->getStopTime()) + { + // is this the first iteration in the ease out phase? + if (mLastTime <= motionp->getStopTime()) + { + // store residual weight for this motion + motionp->mResidualWeight = motionp->getPose()->getWeight(); + } + } + else if (mAnimTime > motionp->mSendStopTimestamp) + { + // notify character of timed stop event on first iteration past sendstoptimestamp + // this will only be called when an animation stops itself (runs out of time) + if (mLastTime <= motionp->mSendStopTimestamp) + { + mCharacter->requestStopMotion( motionp ); + stopMotionInstance(motionp, false); + } + } + else if (mAnimTime >= motionp->mActivationTimestamp) + { + if (mLastTime < motionp->mActivationTimestamp) + { + motionp->mResidualWeight = motionp->getPose()->getWeight(); + } + } +} + +//----------------------------------------------------------------------------- +// updateIdleActiveMotions() +// Call this instead of updateMotionsByType for hidden avatars +//----------------------------------------------------------------------------- +void LLMotionController::updateIdleActiveMotions() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; + for (motion_list_t::iterator iter = mActiveMotions.begin(); + iter != mActiveMotions.end(); ) + { + motion_list_t::iterator curiter = iter++; + LLMotion* motionp = *curiter; + updateIdleMotion(motionp); + } +} + +//----------------------------------------------------------------------------- +// updateMotionsByType() +//----------------------------------------------------------------------------- +void LLMotionController::updateMotionsByType(LLMotion::LLMotionBlendType anim_type) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; + bool update_result = true; + U8 last_joint_signature[LL_CHARACTER_MAX_ANIMATED_JOINTS]; + + memset(&last_joint_signature, 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS); + + // iterate through active motions in chronological order + for (motion_list_t::iterator iter = mActiveMotions.begin(); + iter != mActiveMotions.end(); ) + { + motion_list_t::iterator curiter = iter++; + LLMotion* motionp = *curiter; + if (motionp->getBlendType() != anim_type) + { + continue; + } + + bool update_motion = false; + + if (motionp->getPose()->getWeight() < 1.f) + { + update_motion = true; + } + else + { + for (S32 i = 0; i < NUM_JOINT_SIGNATURE_STRIDES; i++) + { + U32 *current_signature = (U32*)&(mJointSignature[0][i * 4]); + U32 test_signature = *(U32*)&(motionp->mJointSignature[0][i * 4]); + + if ((*current_signature | test_signature) > (*current_signature)) + { + *current_signature |= test_signature; + update_motion = true; + } + + *((U32*)&last_joint_signature[i * 4]) = *(U32*)&(mJointSignature[1][i * 4]); + current_signature = (U32*)&(mJointSignature[1][i * 4]); + test_signature = *(U32*)&(motionp->mJointSignature[1][i * 4]); + + if ((*current_signature | test_signature) > (*current_signature)) + { + *current_signature |= test_signature; + update_motion = true; + } + } + } + + if (!update_motion) + { + updateIdleMotion(motionp); + continue; + } + + LLPose *posep = motionp->getPose(); + + // only filter by LOD after running every animation at least once (to prime the avatar state) + if (mHasRunOnce && motionp->getMinPixelArea() > mCharacter->getPixelArea()) + { + motionp->fadeOut(); + + //should we notify the simulator that this motion should be stopped (check even if skipped by LOD logic) + if (mAnimTime > motionp->mSendStopTimestamp) + { + // notify character of timed stop event on first iteration past sendstoptimestamp + // this will only be called when an animation stops itself (runs out of time) + if (mLastTime <= motionp->mSendStopTimestamp) + { + mCharacter->requestStopMotion( motionp ); + stopMotionInstance(motionp, false); + } + } + + if (motionp->getFadeWeight() < 0.01f) + { + if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration()) + { + posep->setWeight(0.f); + deactivateMotionInstance(motionp); + } + continue; + } + } + else + { + motionp->fadeIn(); + } + + //********************** + // MOTION INACTIVE + //********************** + if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration()) + { + // this motion has gone on too long, deactivate it + // did we have a chance to stop it? + if (mLastTime <= motionp->getStopTime()) + { + // if not, let's stop it this time through and deactivate it the next + + posep->setWeight(motionp->getFadeWeight()); + motionp->onUpdate(motionp->getStopTime() - motionp->mActivationTimestamp, last_joint_signature); + } + else + { + posep->setWeight(0.f); + deactivateMotionInstance(motionp); + continue; + } + } + + //********************** + // MOTION EASE OUT + //********************** + else if (motionp->isStopped() && mAnimTime > motionp->getStopTime()) + { + // is this the first iteration in the ease out phase? + if (mLastTime <= motionp->getStopTime()) + { + // store residual weight for this motion + motionp->mResidualWeight = motionp->getPose()->getWeight(); + } + + if (motionp->getEaseOutDuration() == 0.f) + { + posep->setWeight(0.f); + } + else + { + posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight * cubic_step(1.f - ((mAnimTime - motionp->getStopTime()) / motionp->getEaseOutDuration()))); + } + + // perform motion update + update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature); + } + + //********************** + // MOTION ACTIVE + //********************** + else if (mAnimTime > motionp->mActivationTimestamp + motionp->getEaseInDuration()) + { + posep->setWeight(motionp->getFadeWeight()); + + //should we notify the simulator that this motion should be stopped? + if (mAnimTime > motionp->mSendStopTimestamp) + { + // notify character of timed stop event on first iteration past sendstoptimestamp + // this will only be called when an animation stops itself (runs out of time) + if (mLastTime <= motionp->mSendStopTimestamp) + { + mCharacter->requestStopMotion( motionp ); + stopMotionInstance(motionp, false); + } + } + + // perform motion update + { + update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature); + } + } + + //********************** + // MOTION EASE IN + //********************** + else if (mAnimTime >= motionp->mActivationTimestamp) + { + if (mLastTime < motionp->mActivationTimestamp) + { + motionp->mResidualWeight = motionp->getPose()->getWeight(); + } + if (motionp->getEaseInDuration() == 0.f) + { + posep->setWeight(motionp->getFadeWeight()); + } + else + { + // perform motion update + posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight + (1.f - motionp->mResidualWeight) * cubic_step((mAnimTime - motionp->mActivationTimestamp) / motionp->getEaseInDuration())); + } + // perform motion update + update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature); + } + else + { + posep->setWeight(0.f); + update_result = motionp->onUpdate(0.f, last_joint_signature); + } + + // allow motions to deactivate themselves + if (!update_result) + { + if (!motionp->isStopped() || motionp->getStopTime() > mAnimTime) + { + // animation has stopped itself due to internal logic + // propagate this to the network + // as not all viewers are guaranteed to have access to the same logic + mCharacter->requestStopMotion( motionp ); + stopMotionInstance(motionp, false); + } + + } + + // even if onupdate returns false, add this motion in to the blend one last time + mPoseBlender.addMotion(motionp); + } +} + +//----------------------------------------------------------------------------- +// updateLoadingMotions() +//----------------------------------------------------------------------------- +void LLMotionController::updateLoadingMotions() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; + // query pending motions for completion + for (motion_set_t::iterator iter = mLoadingMotions.begin(); + iter != mLoadingMotions.end(); ) + { + motion_set_t::iterator curiter = iter++; + LLMotion* motionp = *curiter; + if( !motionp) + { + continue; // maybe shouldn't happen but i've seen it -MG + } + LLMotion::LLMotionInitStatus status = motionp->onInitialize(mCharacter); + if (status == LLMotion::STATUS_SUCCESS) + { + mLoadingMotions.erase(curiter); + // add motion to our loaded motion list + mLoadedMotions.insert(motionp); + // this motion should be playing + if (!motionp->isStopped()) + { + activateMotionInstance(motionp, mAnimTime); + } + } + else if (status == LLMotion::STATUS_FAILURE) + { + LL_INFOS() << "Motion " << motionp->getID() << " init failed." << LL_ENDL; + sRegistry.markBad(motionp->getID()); + mLoadingMotions.erase(curiter); + motion_set_t::iterator found_it = mDeprecatedMotions.find(motionp); + if (found_it != mDeprecatedMotions.end()) + { + mDeprecatedMotions.erase(found_it); + } + mAllMotions.erase(motionp->getID()); + delete motionp; + } + } +} + +//----------------------------------------------------------------------------- +// call updateMotion() or updateMotionsMinimal() every frame +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// updateMotion() +//----------------------------------------------------------------------------- +void LLMotionController::updateMotions(bool force_update) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; + // SL-763: "Distant animated objects run at super fast speed" + // The use_quantum optimization or possibly the associated code in setTimeStamp() + // does not work as implemented. + // Currently setting mTimeStep to nonzero is disabled elsewhere. + bool use_quantum = (mTimeStep != 0.f); + + // Always update mPrevTimerElapsed + F32 cur_time = mTimer.getElapsedTimeF32(); + F32 delta_time = cur_time - mPrevTimerElapsed; + mPrevTimerElapsed = cur_time; + mLastTime = mAnimTime; + + // Always cap the number of loaded motions + purgeExcessMotions(); + + // Update timing info for this time step. + if (!mPaused) + { + F32 update_time = mAnimTime + delta_time * mTimeFactor; + if (use_quantum) + { + F32 time_interval = fmodf(update_time, mTimeStep); + + // always animate *ahead* of actual time + S32 quantum_count = llmax(0, llfloor((update_time - time_interval) / mTimeStep)) + 1; + if (quantum_count == mTimeStepCount) + { + // we're still in same time quantum as before, so just interpolate and exit + if (!mPaused) + { + F32 interp = time_interval / mTimeStep; + mPoseBlender.interpolate(interp - mLastInterp); + mLastInterp = interp; + } + + updateLoadingMotions(); + + return; + } + + // is calculating a new keyframe pose, make sure the last one gets applied + mPoseBlender.interpolate(1.f); + clearBlenders(); + + mTimeStepCount = quantum_count; + mAnimTime = (F32)quantum_count * mTimeStep; + mLastInterp = 0.f; + } + else + { + mAnimTime = update_time; + } + } + + updateLoadingMotions(); + + resetJointSignatures(); + + if (mPaused && !force_update) + { + updateIdleActiveMotions(); + } + else + { + // update additive motions + updateAdditiveMotions(); + + resetJointSignatures(); + + // update all regular motions + updateRegularMotions(); + + if (use_quantum) + { + mPoseBlender.blendAndCache(true); + } + else + { + mPoseBlender.blendAndApply(); + } + } + + mHasRunOnce = true; +// LL_INFOS() << "Motion controller time " << motionTimer.getElapsedTimeF32() << LL_ENDL; +} + +//----------------------------------------------------------------------------- +// updateMotionsMinimal() +// minimal update (e.g. while hidden) +//----------------------------------------------------------------------------- +void LLMotionController::updateMotionsMinimal() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; + // Always update mPrevTimerElapsed + mPrevTimerElapsed = mTimer.getElapsedTimeF32(); + + purgeExcessMotions(); + updateLoadingMotions(); + resetJointSignatures(); + + deactivateStoppedMotions(); + + mHasRunOnce = true; +} + +//----------------------------------------------------------------------------- +// activateMotionInstance() +//----------------------------------------------------------------------------- +bool LLMotionController::activateMotionInstance(LLMotion *motion, F32 time) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; + // It's not clear why the getWeight() line seems to be crashing this, but + // hopefully this fixes it. + if (motion == NULL || motion->getPose() == NULL) + { + return false; + } + + if (mLoadingMotions.find(motion) != mLoadingMotions.end()) + { + // we want to start this motion, but we can't yet, so flag it as started + motion->setStopped(false); + // report pending animations as activated + return true; + } + + motion->mResidualWeight = motion->getPose()->getWeight(); + + // set stop time based on given duration and ease out time + if (motion->getDuration() != 0.f && !motion->getLoop()) + { + F32 ease_out_time; + F32 motion_duration; + + // should we stop at the end of motion duration, or a bit earlier + // to allow it to ease out while moving? + ease_out_time = motion->getEaseOutDuration(); + + // is the clock running when the motion is easing in? + // if not (POSTURE_EASE) then we need to wait that much longer before triggering the stop + motion_duration = llmax(motion->getDuration() - ease_out_time, 0.f); + motion->mSendStopTimestamp = time + motion_duration; + } + else + { + motion->mSendStopTimestamp = F32_MAX; + } + + if (motion->isActive()) + { + mActiveMotions.remove(motion); + } + mActiveMotions.push_front(motion); + + motion->activate(time); + motion->onUpdate(0.f, mJointSignature[1]); + + if (mAnimTime >= motion->mSendStopTimestamp) + { + motion->setStopTime(motion->mSendStopTimestamp); + if (motion->mResidualWeight == 0.0f) + { + // bit of a hack; if newly activating a motion while easing out, weight should = 1 + motion->mResidualWeight = 1.f; + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// deactivateMotionInstance() +//----------------------------------------------------------------------------- +bool LLMotionController::deactivateMotionInstance(LLMotion *motion) +{ + motion->deactivate(); + + motion_set_t::iterator found_it = mDeprecatedMotions.find(motion); + if (found_it != mDeprecatedMotions.end()) + { + // deprecated motions need to be completely excised + removeMotionInstance(motion); + mDeprecatedMotions.erase(found_it); + } + else + { + // for motions that we are keeping, simply remove from active queue + mActiveMotions.remove(motion); + } + + return true; +} + +void LLMotionController::deprecateMotionInstance(LLMotion* motion) +{ + mDeprecatedMotions.insert(motion); + + //fade out deprecated motion + stopMotionInstance(motion, false); + //no longer canonical + mAllMotions.erase(motion->getID()); +} + +//----------------------------------------------------------------------------- +// isMotionActive() +//----------------------------------------------------------------------------- +bool LLMotionController::isMotionActive(LLMotion *motion) +{ + return (motion && motion->isActive()); +} + +//----------------------------------------------------------------------------- +// isMotionLoading() +//----------------------------------------------------------------------------- +bool LLMotionController::isMotionLoading(LLMotion* motion) +{ + return (mLoadingMotions.find(motion) != mLoadingMotions.end()); +} + + +//----------------------------------------------------------------------------- +// findMotion() +//----------------------------------------------------------------------------- +LLMotion* LLMotionController::findMotion(const LLUUID& id) const +{ + motion_map_t::const_iterator iter = mAllMotions.find(id); + if(iter == mAllMotions.end()) + { + return NULL; + } + else + { + return iter->second; + } +} + +//----------------------------------------------------------------------------- +// dumpMotions() +//----------------------------------------------------------------------------- +void LLMotionController::dumpMotions() +{ + LL_INFOS() << "=====================================" << LL_ENDL; + for (motion_map_t::value_type& motion_pair : mAllMotions) + { + LLUUID id = motion_pair.first; + std::string state_string; + LLMotion *motion = motion_pair.second; + if (mLoadingMotions.find(motion) != mLoadingMotions.end()) + state_string += std::string("l"); + if (mLoadedMotions.find(motion) != mLoadedMotions.end()) + state_string += std::string("L"); + if (std::find(mActiveMotions.begin(), mActiveMotions.end(), motion)!=mActiveMotions.end()) + state_string += std::string("A"); + if (mDeprecatedMotions.find(motion) != mDeprecatedMotions.end()) + state_string += std::string("D"); + LL_INFOS() << gAnimLibrary.animationName(id) << " " << state_string << LL_ENDL; + + } +} + +//----------------------------------------------------------------------------- +// deactivateAllMotions() +//----------------------------------------------------------------------------- +void LLMotionController::deactivateAllMotions() +{ + for (motion_map_t::value_type& motion_pair : mAllMotions) + { + LLMotion* motionp = motion_pair.second; + deactivateMotionInstance(motionp); + } +} + + +//----------------------------------------------------------------------------- +// flushAllMotions() +//----------------------------------------------------------------------------- +void LLMotionController::flushAllMotions() +{ + std::vector<std::pair<LLUUID,F32> > active_motions; + active_motions.reserve(mActiveMotions.size()); + for (motion_list_t::iterator iter = mActiveMotions.begin(); + iter != mActiveMotions.end(); ) + { + motion_list_t::iterator curiter = iter++; + LLMotion* motionp = *curiter; + F32 dtime = mAnimTime - motionp->mActivationTimestamp; + active_motions.push_back(std::make_pair(motionp->getID(),dtime)); + motionp->deactivate(); // don't call deactivateMotionInstance() because we are going to reactivate it + } + mActiveMotions.clear(); + + // delete all motion instances + deleteAllMotions(); + + // kill current hand pose that was previously called out by + // keyframe motion + mCharacter->removeAnimationData("Hand Pose"); + + // restart motions + for (std::vector<std::pair<LLUUID,F32> >::value_type& motion_pair : active_motions) + { + startMotion(motion_pair.first, motion_pair.second); + } +} + +//----------------------------------------------------------------------------- +// pause() +//----------------------------------------------------------------------------- +void LLMotionController::pauseAllMotions() +{ + if (!mPaused) + { + //LL_INFOS() << "Pausing animations..." << LL_ENDL; + mPaused = true; + mPausedFrame = LLFrameTimer::getFrameCount(); + } + +} + +//----------------------------------------------------------------------------- +// unpause() +//----------------------------------------------------------------------------- +void LLMotionController::unpauseAllMotions() +{ + if (mPaused) + { + //LL_INFOS() << "Unpausing animations..." << LL_ENDL; + mPaused = false; + } +} +// End |