diff options
author | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2016-07-11 18:00:59 -0400 |
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committer | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2016-07-11 18:00:59 -0400 |
commit | 2929922ef2094dc0f2c2659de1d459b50aafe866 (patch) | |
tree | 1adaafa31a961ff087f8a052c139a2ebbed93dfc /indra/llcharacter | |
parent | 9d8986337aca6c7909a4c5ad836874d78b4625e5 (diff) |
SL-242 - more tweaks around alt eyes and wings. Alt eyes are now parented to face root, and alt eyes animate along with the original eyes inside the LLHeadRotMotion code.
Diffstat (limited to 'indra/llcharacter')
-rw-r--r-- | indra/llcharacter/llheadrotmotion.cpp | 201 | ||||
-rw-r--r-- | indra/llcharacter/llheadrotmotion.h | 4 |
2 files changed, 126 insertions, 79 deletions
diff --git a/indra/llcharacter/llheadrotmotion.cpp b/indra/llcharacter/llheadrotmotion.cpp index 812c4201af..e91de7a11d 100644 --- a/indra/llcharacter/llheadrotmotion.cpp +++ b/indra/llcharacter/llheadrotmotion.cpp @@ -285,7 +285,10 @@ LLEyeMotion::LLEyeMotion(const LLUUID &id) : LLMotion(id) mName = "eye_rot"; mLeftEyeState = new LLJointState; + mAltLeftEyeState = new LLJointState; + mRightEyeState = new LLJointState; + mAltRightEyeState = new LLJointState; } @@ -318,18 +321,38 @@ LLMotion::LLMotionInitStatus LLEyeMotion::onInitialize(LLCharacter *character) return STATUS_FAILURE; } + mAltLeftEyeState->setJoint( character->getJoint("mFaceEyeAltLeft") ); + if ( ! mAltLeftEyeState->getJoint() ) + { + LL_INFOS() << getName() << ": Can't get alt left eyeball joint." << LL_ENDL; + return STATUS_FAILURE; + } + mRightEyeState->setJoint( character->getJoint("mEyeRight") ); if ( ! mRightEyeState->getJoint() ) { - LL_INFOS() << getName() << ": Can't get Right eyeball joint." << LL_ENDL; + LL_INFOS() << getName() << ": Can't get right eyeball joint." << LL_ENDL; + return STATUS_FAILURE; + } + + mAltRightEyeState->setJoint( character->getJoint("mFaceEyeAltRight") ); + if ( ! mAltRightEyeState->getJoint() ) + { + LL_INFOS() << getName() << ": Can't get alt right eyeball joint." << LL_ENDL; return STATUS_FAILURE; } mLeftEyeState->setUsage(LLJointState::ROT); + mAltLeftEyeState->setUsage(LLJointState::ROT); + mRightEyeState->setUsage(LLJointState::ROT); + mAltRightEyeState->setUsage(LLJointState::ROT); addJointState( mLeftEyeState ); + addJointState( mAltLeftEyeState ); + addJointState( mRightEyeState ); + addJointState( mAltRightEyeState ); return STATUS_SUCCESS; } @@ -343,17 +366,98 @@ BOOL LLEyeMotion::onActivate() return TRUE; } - //----------------------------------------------------------------------------- -// LLEyeMotion::onUpdate() +// LLEyeMotion::adjustEyeTarget() //----------------------------------------------------------------------------- -BOOL LLEyeMotion::onUpdate(F32 time, U8* joint_mask) +void LLEyeMotion::adjustEyeTarget(LLVector3* targetPos, LLJointState& left_eye_state, LLJointState& right_eye_state) { // Compute eye rotation. + BOOL has_eye_target = FALSE; LLQuaternion target_eye_rot; LLVector3 eye_look_at; F32 vergence; + if (targetPos) + { + LLVector3 skyward(0.f, 0.f, 1.f); + LLVector3 left; + LLVector3 up; + + eye_look_at = *targetPos; + has_eye_target = TRUE; + F32 lookAtDistance = eye_look_at.normVec(); + + left.setVec(skyward % eye_look_at); + up.setVec(eye_look_at % left); + + target_eye_rot = LLQuaternion(eye_look_at, left, up); + // convert target rotation to head-local coordinates + target_eye_rot *= ~mHeadJoint->getWorldRotation(); + // eliminate any Euler roll - we're lucky that roll is applied last. + F32 roll, pitch, yaw; + target_eye_rot.getEulerAngles(&roll, &pitch, &yaw); + target_eye_rot.setQuat(0.0f, pitch, yaw); + // constrain target orientation to be in front of avatar's face + target_eye_rot.constrain(EYE_ROT_LIMIT_ANGLE); + + // calculate vergence + F32 interocular_dist = (left_eye_state.getJoint()->getWorldPosition() - right_eye_state.getJoint()->getWorldPosition()).magVec(); + vergence = -atan2((interocular_dist / 2.f), lookAtDistance); + llclamp(vergence, -F_PI_BY_TWO, 0.f); + } + else + { + target_eye_rot = LLQuaternion::DEFAULT; + vergence = 0.f; + } + + //RN: subtract 4 degrees to account for foveal angular offset relative to pupil + vergence += 4.f * DEG_TO_RAD; + + // calculate eye jitter + LLQuaternion eye_jitter_rot; + + // vergence not too high... + if (vergence > -0.05f) + { + //...go ahead and jitter + eye_jitter_rot.setQuat(0.f, mEyeJitterPitch + mEyeLookAwayPitch, mEyeJitterYaw + mEyeLookAwayYaw); + } + else + { + //...or don't + eye_jitter_rot.loadIdentity(); + } + + // calculate vergence of eyes as an object gets closer to the avatar's head + LLQuaternion vergence_quat; + + if (has_eye_target) + { + vergence_quat.setQuat(vergence, LLVector3(0.f, 0.f, 1.f)); + } + else + { + vergence_quat.loadIdentity(); + } + + // calculate eye rotations + LLQuaternion left_eye_rot = target_eye_rot; + left_eye_rot = vergence_quat * eye_jitter_rot * left_eye_rot; + + LLQuaternion right_eye_rot = target_eye_rot; + vergence_quat.transQuat(); + right_eye_rot = vergence_quat * eye_jitter_rot * right_eye_rot; + + left_eye_state.setRotation( left_eye_rot ); + right_eye_state.setRotation( right_eye_rot ); +} + +//----------------------------------------------------------------------------- +// LLEyeMotion::onUpdate() +//----------------------------------------------------------------------------- +BOOL LLEyeMotion::onUpdate(F32 time, U8* joint_mask) +{ //calculate jitter if (mEyeJitterTimer.getElapsedTimeF32() > mEyeJitterTime) { @@ -426,83 +530,10 @@ BOOL LLEyeMotion::onUpdate(F32 time, U8* joint_mask) } } - BOOL has_eye_target = FALSE; LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); - if (targetPos) - { - LLVector3 skyward(0.f, 0.f, 1.f); - LLVector3 left; - LLVector3 up; - - eye_look_at = *targetPos; - has_eye_target = TRUE; - F32 lookAtDistance = eye_look_at.normVec(); - - left.setVec(skyward % eye_look_at); - up.setVec(eye_look_at % left); - - target_eye_rot = LLQuaternion(eye_look_at, left, up); - // convert target rotation to head-local coordinates - target_eye_rot *= ~mHeadJoint->getWorldRotation(); - // eliminate any Euler roll - we're lucky that roll is applied last. - F32 roll, pitch, yaw; - target_eye_rot.getEulerAngles(&roll, &pitch, &yaw); - target_eye_rot.setQuat(0.0f, pitch, yaw); - // constrain target orientation to be in front of avatar's face - target_eye_rot.constrain(EYE_ROT_LIMIT_ANGLE); - - // calculate vergence - F32 interocular_dist = (mLeftEyeState->getJoint()->getWorldPosition() - mRightEyeState->getJoint()->getWorldPosition()).magVec(); - vergence = -atan2((interocular_dist / 2.f), lookAtDistance); - llclamp(vergence, -F_PI_BY_TWO, 0.f); - } - else - { - target_eye_rot = LLQuaternion::DEFAULT; - vergence = 0.f; - } - - //RN: subtract 4 degrees to account for foveal angular offset relative to pupil - vergence += 4.f * DEG_TO_RAD; - - // calculate eye jitter - LLQuaternion eye_jitter_rot; - - // vergence not too high... - if (vergence > -0.05f) - { - //...go ahead and jitter - eye_jitter_rot.setQuat(0.f, mEyeJitterPitch + mEyeLookAwayPitch, mEyeJitterYaw + mEyeLookAwayYaw); - } - else - { - //...or don't - eye_jitter_rot.loadIdentity(); - } - - // calculate vergence of eyes as an object gets closer to the avatar's head - LLQuaternion vergence_quat; - - if (has_eye_target) - { - vergence_quat.setQuat(vergence, LLVector3(0.f, 0.f, 1.f)); - } - else - { - vergence_quat.loadIdentity(); - } - - // calculate eye rotations - LLQuaternion left_eye_rot = target_eye_rot; - left_eye_rot = vergence_quat * eye_jitter_rot * left_eye_rot; - - LLQuaternion right_eye_rot = target_eye_rot; - vergence_quat.transQuat(); - right_eye_rot = vergence_quat * eye_jitter_rot * right_eye_rot; - - mLeftEyeState->setRotation( left_eye_rot ); - mRightEyeState->setRotation( right_eye_rot ); + adjustEyeTarget(targetPos, *mLeftEyeState, *mRightEyeState); + adjustEyeTarget(targetPos, *mAltLeftEyeState, *mAltRightEyeState); return TRUE; } @@ -519,11 +550,23 @@ void LLEyeMotion::onDeactivate() joint->setRotation(LLQuaternion::DEFAULT); } + joint = mAltLeftEyeState->getJoint(); + if (joint) + { + joint->setRotation(LLQuaternion::DEFAULT); + } + joint = mRightEyeState->getJoint(); if (joint) { joint->setRotation(LLQuaternion::DEFAULT); } + + joint = mAltRightEyeState->getJoint(); + if (joint) + { + joint->setRotation(LLQuaternion::DEFAULT); + } } // End diff --git a/indra/llcharacter/llheadrotmotion.h b/indra/llcharacter/llheadrotmotion.h index 569dbef2dd..53ae1813bc 100644 --- a/indra/llcharacter/llheadrotmotion.h +++ b/indra/llcharacter/llheadrotmotion.h @@ -176,6 +176,8 @@ public: // it will be deactivated virtual BOOL onActivate(); + void adjustEyeTarget(LLVector3* targetPos, LLJointState& left_eye_state, LLJointState& right_eye_state); + // called per time step // must return TRUE while it is active, and // must return FALSE when the motion is completed. @@ -193,6 +195,8 @@ public: LLJoint *mHeadJoint; LLPointer<LLJointState> mLeftEyeState; LLPointer<LLJointState> mRightEyeState; + LLPointer<LLJointState> mAltLeftEyeState; + LLPointer<LLJointState> mAltRightEyeState; LLFrameTimer mEyeJitterTimer; F32 mEyeJitterTime; 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