diff options
Diffstat (limited to 'indra/llcharacter/lleditingmotion.cpp')
-rw-r--r-- | indra/llcharacter/lleditingmotion.cpp | 322 |
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; } //----------------------------------------------------------------------------- |