diff options
Diffstat (limited to 'indra/llcharacter/llhandmotion.cpp')
-rw-r--r-- | indra/llcharacter/llhandmotion.cpp | 542 |
1 files changed, 271 insertions, 271 deletions
diff --git a/indra/llcharacter/llhandmotion.cpp b/indra/llcharacter/llhandmotion.cpp index 5fc98a4b4d..f52530db33 100644 --- a/indra/llcharacter/llhandmotion.cpp +++ b/indra/llcharacter/llhandmotion.cpp @@ -1,271 +1,271 @@ -/** - * @file llhandmotion.cpp - * @brief Implementation of LLHandMotion 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 "llhandmotion.h" -#include "llcharacter.h" -#include "m3math.h" - -//----------------------------------------------------------------------------- -// Constants -//----------------------------------------------------------------------------- - -const char *gHandPoseNames[LLHandMotion::NUM_HAND_POSES] = /* Flawfinder: ignore */ -{ - "", - "Hands_Relaxed", - "Hands_Point", - "Hands_Fist", - "Hands_Relaxed_L", - "Hands_Point_L", - "Hands_Fist_L", - "Hands_Relaxed_R", - "Hands_Point_R", - "Hands_Fist_R", - "Hands_Salute_R", - "Hands_Typing", - "Hands_Peace_R", - "Hands_Spread_R" -}; - -const F32 HAND_MORPH_BLEND_TIME = 0.2f; - -//----------------------------------------------------------------------------- -// LLHandMotion() -// Class Constructor -//----------------------------------------------------------------------------- -LLHandMotion::LLHandMotion(const LLUUID &id) : LLMotion(id) -{ - mCharacter = NULL; - mLastTime = 0.f; - mCurrentPose = HAND_POSE_RELAXED; - mNewPose = HAND_POSE_RELAXED; - mName = "hand_motion"; - - //RN: flag hand joint as highest priority for now, until we implement a proper animation track - mJointSignature[0][LL_HAND_JOINT_NUM] = 0xff; - mJointSignature[1][LL_HAND_JOINT_NUM] = 0xff; - mJointSignature[2][LL_HAND_JOINT_NUM] = 0xff; -} - - -//----------------------------------------------------------------------------- -// ~LLHandMotion() -// Class Destructor -//----------------------------------------------------------------------------- -LLHandMotion::~LLHandMotion() -{ -} - -//----------------------------------------------------------------------------- -// LLHandMotion::onInitialize(LLCharacter *character) -//----------------------------------------------------------------------------- -LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character) -{ - mCharacter = character; - - return STATUS_SUCCESS; -} - - -//----------------------------------------------------------------------------- -// LLHandMotion::onActivate() -//----------------------------------------------------------------------------- -BOOL LLHandMotion::onActivate() -{ - LLPolyMesh *upperBodyMesh = mCharacter->getUpperBodyMesh(); - - if (upperBodyMesh) - { - // Note: 0 is the default - for (S32 i = 1; i < LLHandMotion::NUM_HAND_POSES; i++) - { - mCharacter->setVisualParamWeight(gHandPoseNames[i], 0.f); - } - mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f); - mCharacter->updateVisualParams(); - } - return TRUE; -} - - -//----------------------------------------------------------------------------- -// LLHandMotion::onUpdate() -//----------------------------------------------------------------------------- -BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask) -{ - LL_PROFILE_ZONE_SCOPED; - eHandPose *requestedHandPose; - - F32 timeDelta = time - mLastTime; - mLastTime = time; - - requestedHandPose = (eHandPose *)mCharacter->getAnimationData("Hand Pose"); - // check to see if requested pose has changed - if (!requestedHandPose) - { - if (mNewPose != HAND_POSE_RELAXED && mNewPose != mCurrentPose) - { - // Only set param weight for poses other than - // default (HAND_POSE_SPREAD); HAND_POSE_SPREAD - // is not an animatable morph! - if (mNewPose != HAND_POSE_SPREAD) - { - mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f); - } - - // Reset morph weight for current pose back to its - // full extend or it might be stuck somewhere in the middle if a - // pose is requested and the old pose is requested again shortly - // after while still blending to the other pose! - if (mCurrentPose != HAND_POSE_SPREAD) - { - mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f); - } - - // Update visual params now if we won't blend - if (mCurrentPose == HAND_POSE_RELAXED) - { - mCharacter->updateVisualParams(); - } - } - mNewPose = HAND_POSE_RELAXED; - } - else - { - // Sometimes we seem to get garbage here, with poses that are out of bounds. - // So check for a valid pose first. - if (*requestedHandPose >= 0 && *requestedHandPose < NUM_HAND_POSES) - { - // This is a new morph we didn't know about before: - // Reset morph weight for both current and new pose - // back their starting values while still blending. - if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose) - { - if (mNewPose != HAND_POSE_SPREAD) - { - mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f); - } - - // Reset morph weight for current pose back to its full extend - // or it might be stuck somewhere in the middle if a pose is - // requested and the old pose is requested again shortly after - // while still blending to the other pose! - if (mCurrentPose != HAND_POSE_SPREAD) - { - mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f); - } - - // Update visual params now if we won't blend - if (mCurrentPose == *requestedHandPose) - { - mCharacter->updateVisualParams(); - } - } - mNewPose = *requestedHandPose; - } - else - { - LL_WARNS() << "Requested hand pose out of range. Ignoring requested pose." << LL_ENDL; - } - } - - mCharacter->removeAnimationData("Hand Pose"); - mCharacter->removeAnimationData("Hand Pose Priority"); - -// if (requestedHandPose) -// LL_INFOS() << "Hand Pose " << *requestedHandPose << LL_ENDL; - - // if we are still blending... - if (mCurrentPose != mNewPose) - { - F32 incomingWeight = 1.f; - F32 outgoingWeight = 0.f; - - if (mNewPose != HAND_POSE_SPREAD) - { - incomingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mNewPose]); - incomingWeight += (timeDelta / HAND_MORPH_BLEND_TIME); - incomingWeight = llclamp(incomingWeight, 0.f, 1.f); - mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], incomingWeight); - } - - if (mCurrentPose != HAND_POSE_SPREAD) - { - outgoingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mCurrentPose]); - outgoingWeight -= (timeDelta / HAND_MORPH_BLEND_TIME); - outgoingWeight = llclamp(outgoingWeight, 0.f, 1.f); - mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], outgoingWeight); - } - - mCharacter->updateVisualParams(); - - if (incomingWeight == 1.f && outgoingWeight == 0.f) - { - mCurrentPose = mNewPose; - } - } - - return TRUE; -} - - -//----------------------------------------------------------------------------- -// LLHandMotion::onDeactivate() -//----------------------------------------------------------------------------- -void LLHandMotion::onDeactivate() -{ -} - -//----------------------------------------------------------------------------- -// LLHandMotion::getHandPoseName() -//----------------------------------------------------------------------------- -std::string LLHandMotion::getHandPoseName(eHandPose pose) -{ - if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0) - { - return std::string(gHandPoseNames[pose]); - } - return LLStringUtil::null; -} - -LLHandMotion::eHandPose LLHandMotion::getHandPose(std::string posename) -{ - for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose) - { - if (gHandPoseNames[pose] == posename) - { - return (eHandPose)pose; - } - } - return (eHandPose)0; -} - -// End +/**
+ * @file llhandmotion.cpp
+ * @brief Implementation of LLHandMotion 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 "llhandmotion.h"
+#include "llcharacter.h"
+#include "m3math.h"
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+
+const char *gHandPoseNames[LLHandMotion::NUM_HAND_POSES] = /* Flawfinder: ignore */
+{
+ "",
+ "Hands_Relaxed",
+ "Hands_Point",
+ "Hands_Fist",
+ "Hands_Relaxed_L",
+ "Hands_Point_L",
+ "Hands_Fist_L",
+ "Hands_Relaxed_R",
+ "Hands_Point_R",
+ "Hands_Fist_R",
+ "Hands_Salute_R",
+ "Hands_Typing",
+ "Hands_Peace_R",
+ "Hands_Spread_R"
+};
+
+const F32 HAND_MORPH_BLEND_TIME = 0.2f;
+
+//-----------------------------------------------------------------------------
+// LLHandMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLHandMotion::LLHandMotion(const LLUUID &id) : LLMotion(id)
+{
+ mCharacter = NULL;
+ mLastTime = 0.f;
+ mCurrentPose = HAND_POSE_RELAXED;
+ mNewPose = HAND_POSE_RELAXED;
+ mName = "hand_motion";
+
+ //RN: flag hand joint as highest priority for now, until we implement a proper animation track
+ mJointSignature[0][LL_HAND_JOINT_NUM] = 0xff;
+ mJointSignature[1][LL_HAND_JOINT_NUM] = 0xff;
+ mJointSignature[2][LL_HAND_JOINT_NUM] = 0xff;
+}
+
+
+//-----------------------------------------------------------------------------
+// ~LLHandMotion()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLHandMotion::~LLHandMotion()
+{
+}
+
+//-----------------------------------------------------------------------------
+// LLHandMotion::onInitialize(LLCharacter *character)
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character)
+{
+ mCharacter = character;
+
+ return STATUS_SUCCESS;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHandMotion::onActivate()
+//-----------------------------------------------------------------------------
+bool LLHandMotion::onActivate()
+{
+ LLPolyMesh *upperBodyMesh = mCharacter->getUpperBodyMesh();
+
+ if (upperBodyMesh)
+ {
+ // Note: 0 is the default
+ for (S32 i = 1; i < LLHandMotion::NUM_HAND_POSES; i++)
+ {
+ mCharacter->setVisualParamWeight(gHandPoseNames[i], 0.f);
+ }
+ mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
+ mCharacter->updateVisualParams();
+ }
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHandMotion::onUpdate()
+//-----------------------------------------------------------------------------
+bool LLHandMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LL_PROFILE_ZONE_SCOPED;
+ eHandPose *requestedHandPose;
+
+ F32 timeDelta = time - mLastTime;
+ mLastTime = time;
+
+ requestedHandPose = (eHandPose *)mCharacter->getAnimationData("Hand Pose");
+ // check to see if requested pose has changed
+ if (!requestedHandPose)
+ {
+ if (mNewPose != HAND_POSE_RELAXED && mNewPose != mCurrentPose)
+ {
+ // Only set param weight for poses other than
+ // default (HAND_POSE_SPREAD); HAND_POSE_SPREAD
+ // is not an animatable morph!
+ if (mNewPose != HAND_POSE_SPREAD)
+ {
+ mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
+ }
+
+ // Reset morph weight for current pose back to its
+ // full extend or it might be stuck somewhere in the middle if a
+ // pose is requested and the old pose is requested again shortly
+ // after while still blending to the other pose!
+ if (mCurrentPose != HAND_POSE_SPREAD)
+ {
+ mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
+ }
+
+ // Update visual params now if we won't blend
+ if (mCurrentPose == HAND_POSE_RELAXED)
+ {
+ mCharacter->updateVisualParams();
+ }
+ }
+ mNewPose = HAND_POSE_RELAXED;
+ }
+ else
+ {
+ // Sometimes we seem to get garbage here, with poses that are out of bounds.
+ // So check for a valid pose first.
+ if (*requestedHandPose >= 0 && *requestedHandPose < NUM_HAND_POSES)
+ {
+ // This is a new morph we didn't know about before:
+ // Reset morph weight for both current and new pose
+ // back their starting values while still blending.
+ if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose)
+ {
+ if (mNewPose != HAND_POSE_SPREAD)
+ {
+ mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
+ }
+
+ // Reset morph weight for current pose back to its full extend
+ // or it might be stuck somewhere in the middle if a pose is
+ // requested and the old pose is requested again shortly after
+ // while still blending to the other pose!
+ if (mCurrentPose != HAND_POSE_SPREAD)
+ {
+ mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
+ }
+
+ // Update visual params now if we won't blend
+ if (mCurrentPose == *requestedHandPose)
+ {
+ mCharacter->updateVisualParams();
+ }
+ }
+ mNewPose = *requestedHandPose;
+ }
+ else
+ {
+ LL_WARNS() << "Requested hand pose out of range. Ignoring requested pose." << LL_ENDL;
+ }
+ }
+
+ mCharacter->removeAnimationData("Hand Pose");
+ mCharacter->removeAnimationData("Hand Pose Priority");
+
+// if (requestedHandPose)
+// LL_INFOS() << "Hand Pose " << *requestedHandPose << LL_ENDL;
+
+ // if we are still blending...
+ if (mCurrentPose != mNewPose)
+ {
+ F32 incomingWeight = 1.f;
+ F32 outgoingWeight = 0.f;
+
+ if (mNewPose != HAND_POSE_SPREAD)
+ {
+ incomingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mNewPose]);
+ incomingWeight += (timeDelta / HAND_MORPH_BLEND_TIME);
+ incomingWeight = llclamp(incomingWeight, 0.f, 1.f);
+ mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], incomingWeight);
+ }
+
+ if (mCurrentPose != HAND_POSE_SPREAD)
+ {
+ outgoingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mCurrentPose]);
+ outgoingWeight -= (timeDelta / HAND_MORPH_BLEND_TIME);
+ outgoingWeight = llclamp(outgoingWeight, 0.f, 1.f);
+ mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], outgoingWeight);
+ }
+
+ mCharacter->updateVisualParams();
+
+ if (incomingWeight == 1.f && outgoingWeight == 0.f)
+ {
+ mCurrentPose = mNewPose;
+ }
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHandMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLHandMotion::onDeactivate()
+{
+}
+
+//-----------------------------------------------------------------------------
+// LLHandMotion::getHandPoseName()
+//-----------------------------------------------------------------------------
+std::string LLHandMotion::getHandPoseName(eHandPose pose)
+{
+ if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0)
+ {
+ return std::string(gHandPoseNames[pose]);
+ }
+ return LLStringUtil::null;
+}
+
+LLHandMotion::eHandPose LLHandMotion::getHandPose(std::string posename)
+{
+ for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose)
+ {
+ if (gHandPoseNames[pose] == posename)
+ {
+ return (eHandPose)pose;
+ }
+ }
+ return (eHandPose)0;
+}
+
+// End
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