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-rw-r--r--indra/llcharacter/lleditingmotion.cpp322
1 files changed, 161 insertions, 161 deletions
diff --git a/indra/llcharacter/lleditingmotion.cpp b/indra/llcharacter/lleditingmotion.cpp
index c5757163d9..b46f210d2b 100644
--- a/indra/llcharacter/lleditingmotion.cpp
+++ b/indra/llcharacter/lleditingmotion.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @file lleditingmotion.cpp
* @brief Implementation of LLEditingMotion 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
* $/LicenseInfo$
*/
@@ -38,7 +38,7 @@
// Constants
//-----------------------------------------------------------------------------
const LLQuaternion EDIT_MOTION_WRIST_ROTATION(F_PI_BY_TWO * 0.7f, LLVector3(1.0f, 0.0f, 0.0f));
-const F32 TARGET_LAG_HALF_LIFE = 0.1f; // half-life of IK targeting
+const F32 TARGET_LAG_HALF_LIFE = 0.1f; // half-life of IK targeting
S32 LLEditingMotion::sHandPose = LLHandMotion::HAND_POSE_RELAXED_R;
S32 LLEditingMotion::sHandPosePriority = 3;
@@ -49,20 +49,20 @@ S32 LLEditingMotion::sHandPosePriority = 3;
//-----------------------------------------------------------------------------
LLEditingMotion::LLEditingMotion( const LLUUID &id) : LLMotion(id)
{
- mCharacter = NULL;
+ mCharacter = NULL;
- // create kinematic chain
- mParentJoint.addChild( &mShoulderJoint );
- mShoulderJoint.addChild( &mElbowJoint );
- mElbowJoint.addChild( &mWristJoint );
+ // create kinematic chain
+ mParentJoint.addChild( &mShoulderJoint );
+ mShoulderJoint.addChild( &mElbowJoint );
+ mElbowJoint.addChild( &mWristJoint );
- mName = "editing";
+ mName = "editing";
- mParentState = new LLJointState;
- mShoulderState = new LLJointState;
- mElbowState = new LLJointState;
- mWristState = new LLJointState;
- mTorsoState = new LLJointState;
+ mParentState = new LLJointState;
+ mShoulderState = new LLJointState;
+ mElbowState = new LLJointState;
+ mWristState = new LLJointState;
+ mTorsoState = new LLJointState;
}
@@ -79,63 +79,63 @@ LLEditingMotion::~LLEditingMotion()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLEditingMotion::onInitialize(LLCharacter *character)
{
- // save character for future use
- mCharacter = character;
-
- // make sure character skeleton is copacetic
- if (!mCharacter->getJoint("mShoulderLeft") ||
- !mCharacter->getJoint("mElbowLeft") ||
- !mCharacter->getJoint("mWristLeft"))
- {
- LL_WARNS() << "Invalid skeleton for editing motion!" << LL_ENDL;
- return STATUS_FAILURE;
- }
-
- // get the shoulder, elbow, wrist joints from the character
- mParentState->setJoint( mCharacter->getJoint("mShoulderLeft")->getParent() );
- mShoulderState->setJoint( mCharacter->getJoint("mShoulderLeft") );
- mElbowState->setJoint( mCharacter->getJoint("mElbowLeft") );
- mWristState->setJoint( mCharacter->getJoint("mWristLeft") );
- mTorsoState->setJoint( mCharacter->getJoint("mTorso"));
-
- if ( ! mParentState->getJoint() )
- {
- LL_INFOS() << getName() << ": Can't get parent joint." << LL_ENDL;
- return STATUS_FAILURE;
- }
-
- mWristOffset = LLVector3(0.0f, 0.2f, 0.0f);
-
- // add joint states to the pose
- mShoulderState->setUsage(LLJointState::ROT);
- mElbowState->setUsage(LLJointState::ROT);
- mTorsoState->setUsage(LLJointState::ROT);
- mWristState->setUsage(LLJointState::ROT);
- addJointState( mShoulderState );
- addJointState( mElbowState );
- addJointState( mTorsoState );
- addJointState( mWristState );
-
- // propagate joint positions to kinematic chain
+ // save character for future use
+ mCharacter = character;
+
+ // make sure character skeleton is copacetic
+ if (!mCharacter->getJoint("mShoulderLeft") ||
+ !mCharacter->getJoint("mElbowLeft") ||
+ !mCharacter->getJoint("mWristLeft"))
+ {
+ LL_WARNS() << "Invalid skeleton for editing motion!" << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ // get the shoulder, elbow, wrist joints from the character
+ mParentState->setJoint( mCharacter->getJoint("mShoulderLeft")->getParent() );
+ mShoulderState->setJoint( mCharacter->getJoint("mShoulderLeft") );
+ mElbowState->setJoint( mCharacter->getJoint("mElbowLeft") );
+ mWristState->setJoint( mCharacter->getJoint("mWristLeft") );
+ mTorsoState->setJoint( mCharacter->getJoint("mTorso"));
+
+ if ( ! mParentState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get parent joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mWristOffset = LLVector3(0.0f, 0.2f, 0.0f);
+
+ // add joint states to the pose
+ mShoulderState->setUsage(LLJointState::ROT);
+ mElbowState->setUsage(LLJointState::ROT);
+ mTorsoState->setUsage(LLJointState::ROT);
+ mWristState->setUsage(LLJointState::ROT);
+ addJointState( mShoulderState );
+ addJointState( mElbowState );
+ addJointState( mTorsoState );
+ addJointState( mWristState );
+
+ // propagate joint positions to kinematic chain
// SL-315
- mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
- mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
- mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
- mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
-
- // propagate current joint rotations to kinematic chain
- mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
- mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
- mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
-
- // connect the ikSolver to the chain
- mIKSolver.setPoleVector( LLVector3( -1.0f, 1.0f, 0.0f ) );
- // specifying the elbow's axis will prevent bad IK for the more
- // singular configurations, but the axis is limb-specific -- Leviathan
- mIKSolver.setBAxis( LLVector3( -0.682683f, 0.0f, -0.730714f ) );
- mIKSolver.setupJoints( &mShoulderJoint, &mElbowJoint, &mWristJoint, &mTarget );
-
- return STATUS_SUCCESS;
+ mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
+ mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
+ mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
+ mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
+
+ // propagate current joint rotations to kinematic chain
+ mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
+ mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
+ mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
+
+ // connect the ikSolver to the chain
+ mIKSolver.setPoleVector( LLVector3( -1.0f, 1.0f, 0.0f ) );
+ // specifying the elbow's axis will prevent bad IK for the more
+ // singular configurations, but the axis is limb-specific -- Leviathan
+ mIKSolver.setBAxis( LLVector3( -0.682683f, 0.0f, -0.730714f ) );
+ mIKSolver.setupJoints( &mShoulderJoint, &mElbowJoint, &mWristJoint, &mTarget );
+
+ return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
@@ -143,19 +143,19 @@ LLMotion::LLMotionInitStatus LLEditingMotion::onInitialize(LLCharacter *characte
//-----------------------------------------------------------------------------
BOOL LLEditingMotion::onActivate()
{
- // propagate joint positions to kinematic chain
+ // propagate joint positions to kinematic chain
// SL-315
- mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
- mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
- mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
- mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
+ mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
+ mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
+ mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
+ mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
- // propagate current joint rotations to kinematic chain
- mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
- mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
- mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
+ // propagate current joint rotations to kinematic chain
+ mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
+ mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
+ mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
- return TRUE;
+ return TRUE;
}
//-----------------------------------------------------------------------------
@@ -164,92 +164,92 @@ BOOL LLEditingMotion::onActivate()
BOOL LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
{
LL_PROFILE_ZONE_SCOPED;
- LLVector3 focus_pt;
- LLVector3* pointAtPt = (LLVector3*)mCharacter->getAnimationData("PointAtPoint");
+ LLVector3 focus_pt;
+ LLVector3* pointAtPt = (LLVector3*)mCharacter->getAnimationData("PointAtPoint");
- BOOL result = TRUE;
+ BOOL result = TRUE;
- if (!pointAtPt)
- {
- focus_pt = mLastSelectPt;
- result = FALSE;
- }
- else
- {
- focus_pt = *pointAtPt;
- mLastSelectPt = focus_pt;
- }
+ if (!pointAtPt)
+ {
+ focus_pt = mLastSelectPt;
+ result = FALSE;
+ }
+ else
+ {
+ focus_pt = *pointAtPt;
+ mLastSelectPt = focus_pt;
+ }
- focus_pt += mCharacter->getCharacterPosition();
+ focus_pt += mCharacter->getCharacterPosition();
- // propagate joint positions to kinematic chain
+ // propagate joint positions to kinematic chain
// SL-315
- mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
- mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
- mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
- mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
-
- // propagate current joint rotations to kinematic chain
- mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
- mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
- mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
-
- // update target position from character
- LLVector3 target = focus_pt - mParentJoint.getPosition();
- F32 target_dist = target.normVec();
-
- LLVector3 edit_plane_normal(1.f / F_SQRT2, 1.f / F_SQRT2, 0.f);
- edit_plane_normal.normVec();
-
- edit_plane_normal.rotVec(mTorsoState->getJoint()->getWorldRotation());
-
- F32 dot = edit_plane_normal * target;
-
- if (dot < 0.f)
- {
- target = target + (edit_plane_normal * (dot * 2.f));
- target.mV[VZ] += clamp_rescale(dot, 0.f, -1.f, 0.f, 5.f);
- target.normVec();
- }
-
- target = target * target_dist;
- if (!target.isFinite())
- {
- // Don't error out here, set a fail-safe target vector
- LL_WARNS() << "Non finite target in editing motion with target distance of " << target_dist <<
- " and focus point " << focus_pt << LL_ENDL;
- target.setVec(1.f, 1.f, 1.f);
- }
+ mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
+ mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
+ mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
+ mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
+
+ // propagate current joint rotations to kinematic chain
+ mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
+ mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
+ mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
+
+ // update target position from character
+ LLVector3 target = focus_pt - mParentJoint.getPosition();
+ F32 target_dist = target.normVec();
+
+ LLVector3 edit_plane_normal(1.f / F_SQRT2, 1.f / F_SQRT2, 0.f);
+ edit_plane_normal.normVec();
+
+ edit_plane_normal.rotVec(mTorsoState->getJoint()->getWorldRotation());
+
+ F32 dot = edit_plane_normal * target;
+
+ if (dot < 0.f)
+ {
+ target = target + (edit_plane_normal * (dot * 2.f));
+ target.mV[VZ] += clamp_rescale(dot, 0.f, -1.f, 0.f, 5.f);
+ target.normVec();
+ }
+
+ target = target * target_dist;
+ if (!target.isFinite())
+ {
+ // Don't error out here, set a fail-safe target vector
+ LL_WARNS() << "Non finite target in editing motion with target distance of " << target_dist <<
+ " and focus point " << focus_pt << LL_ENDL;
+ target.setVec(1.f, 1.f, 1.f);
+ }
// SL-315
- mTarget.setPosition( target + mParentJoint.getPosition());
-
-// LL_INFOS() << "Point At: " << mTarget.getPosition() << LL_ENDL;
-
- // update the ikSolver
- if (!mTarget.getPosition().isExactlyZero())
- {
- LLQuaternion shoulderRot = mShoulderJoint.getRotation();
- LLQuaternion elbowRot = mElbowJoint.getRotation();
- mIKSolver.solve();
-
- // use blending...
- F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TARGET_LAG_HALF_LIFE);
- shoulderRot = slerp(slerp_amt, mShoulderJoint.getRotation(), shoulderRot);
- elbowRot = slerp(slerp_amt, mElbowJoint.getRotation(), elbowRot);
-
- // now put blended values back into joints
- llassert(shoulderRot.isFinite());
- llassert(elbowRot.isFinite());
- mShoulderState->setRotation(shoulderRot);
- mElbowState->setRotation(elbowRot);
- mWristState->setRotation(LLQuaternion::DEFAULT);
- }
-
- mCharacter->setAnimationData("Hand Pose", &sHandPose);
- mCharacter->setAnimationData("Hand Pose Priority", &sHandPosePriority);
- return result;
+ mTarget.setPosition( target + mParentJoint.getPosition());
+
+// LL_INFOS() << "Point At: " << mTarget.getPosition() << LL_ENDL;
+
+ // update the ikSolver
+ if (!mTarget.getPosition().isExactlyZero())
+ {
+ LLQuaternion shoulderRot = mShoulderJoint.getRotation();
+ LLQuaternion elbowRot = mElbowJoint.getRotation();
+ mIKSolver.solve();
+
+ // use blending...
+ F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TARGET_LAG_HALF_LIFE);
+ shoulderRot = slerp(slerp_amt, mShoulderJoint.getRotation(), shoulderRot);
+ elbowRot = slerp(slerp_amt, mElbowJoint.getRotation(), elbowRot);
+
+ // now put blended values back into joints
+ llassert(shoulderRot.isFinite());
+ llassert(elbowRot.isFinite());
+ mShoulderState->setRotation(shoulderRot);
+ mElbowState->setRotation(elbowRot);
+ mWristState->setRotation(LLQuaternion::DEFAULT);
+ }
+
+ mCharacter->setAnimationData("Hand Pose", &sHandPose);
+ mCharacter->setAnimationData("Hand Pose Priority", &sHandPosePriority);
+ return result;
}
//-----------------------------------------------------------------------------