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+/**
+ * @file llheadrotmotion.cpp
+ * @brief Implementation of LLHeadRotMotion class.
+ *
+ * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+//-----------------------------------------------------------------------------
+// Header Files
+//-----------------------------------------------------------------------------
+#include "linden_common.h"
+
+#include "llheadrotmotion.h"
+#include "llcharacter.h"
+#include "llrand.h"
+#include "m3math.h"
+#include "v3dmath.h"
+#include "llcriticaldamp.h"
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+const F32 TORSO_LAG = 0.35f; // torso rotation factor
+const F32 NECK_LAG = 0.5f; // neck rotation factor
+const F32 HEAD_LOOKAT_LAG_HALF_LIFE = 0.15f; // half-life of lookat targeting for head
+const F32 TORSO_LOOKAT_LAG_HALF_LIFE = 0.27f; // half-life of lookat targeting for torso
+const F32 EYE_LOOKAT_LAG_HALF_LIFE = 0.06f; // half-life of lookat targeting for eye
+const F32 HEAD_ROTATION_CONSTRAINT = F_PI_BY_TWO * 0.8f; // limit angle for head rotation
+
+const F32 MIN_HEAD_LOOKAT_DISTANCE = 0.3f; // minimum distance from head before we turn to look at it
+const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
+const F32 EYE_JITTER_MIN_TIME = 0.3f; // min amount of time between eye "jitter" motions
+const F32 EYE_JITTER_MAX_TIME = 2.5f; // max amount of time between eye "jitter" motions
+const F32 EYE_JITTER_MAX_YAW = 0.08f; // max yaw of eye jitter motion
+const F32 EYE_JITTER_MAX_PITCH = 0.015f; // max pitch of eye jitter motion
+const F32 EYE_LOOK_AWAY_MIN_TIME = 5.f; // min amount of time between eye "look away" motions
+const F32 EYE_LOOK_AWAY_MAX_TIME = 15.f; // max amount of time between eye "look away" motions
+const F32 EYE_LOOK_BACK_MIN_TIME = 1.f; // min amount of time before looking back after looking away
+const F32 EYE_LOOK_BACK_MAX_TIME = 5.f; // max amount of time before looking back after looking away
+const F32 EYE_LOOK_AWAY_MAX_YAW = 0.15f; // max yaw of eye look away motion
+const F32 EYE_LOOK_AWAY_MAX_PITCH = 0.12f; // max pitch of look away motion
+const F32 EYE_ROT_LIMIT_ANGLE = F_PI_BY_TWO * 0.3f; //max angle in radians for eye rotation
+
+const F32 EYE_BLINK_MIN_TIME = 0.5f; // minimum amount of time between blinks
+const F32 EYE_BLINK_MAX_TIME = 8.f; // maximum amount of time between blinks
+const F32 EYE_BLINK_CLOSE_TIME = 0.03f; // how long the eye stays closed in a blink
+const F32 EYE_BLINK_SPEED = 0.015f; // seconds it takes for a eye open/close movement
+const F32 EYE_BLINK_TIME_DELTA = 0.005f; // time between one eye starting a blink and the other following
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLHeadRotMotion::LLHeadRotMotion(const LLUUID &id) :
+ LLMotion(id),
+ mCharacter(NULL),
+ mTorsoJoint(NULL),
+ mHeadJoint(NULL)
+{
+ mName = "head_rot";
+}
+
+
+//-----------------------------------------------------------------------------
+// ~LLHeadRotMotion()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLHeadRotMotion::~LLHeadRotMotion()
+{
+}
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion::onInitialize(LLCharacter *character)
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLHeadRotMotion::onInitialize(LLCharacter *character)
+{
+ if (!character)
+ return STATUS_FAILURE;
+ mCharacter = character;
+
+ mPelvisJoint = character->getJoint("mPelvis");
+ if ( ! mPelvisJoint )
+ {
+ llinfos << getName() << ": Can't get pelvis joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mRootJoint = character->getJoint("mRoot");
+ if ( ! mRootJoint )
+ {
+ llinfos << getName() << ": Can't get root joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mTorsoJoint = character->getJoint("mTorso");
+ if ( ! mTorsoJoint )
+ {
+ llinfos << getName() << ": Can't get torso joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mHeadJoint = character->getJoint("mHead");
+ if ( ! mHeadJoint )
+ {
+ llinfos << getName() << ": Can't get head joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mTorsoState.setJoint( character->getJoint("mTorso") );
+ if ( ! mTorsoState.getJoint() )
+ {
+ llinfos << getName() << ": Can't get torso joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mNeckState.setJoint( character->getJoint("mNeck") );
+ if ( ! mNeckState.getJoint() )
+ {
+ llinfos << getName() << ": Can't get neck joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mHeadState.setJoint( character->getJoint("mHead") );
+ if ( ! mHeadState.getJoint() )
+ {
+ llinfos << getName() << ": Can't get head joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mTorsoState.setUsage(LLJointState::ROT);
+ mNeckState.setUsage(LLJointState::ROT);
+ mHeadState.setUsage(LLJointState::ROT);
+
+ addJointState( &mTorsoState );
+ addJointState( &mNeckState );
+ addJointState( &mHeadState );
+
+ mLastHeadRot.loadIdentity();
+
+ return STATUS_SUCCESS;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion::onActivate()
+//-----------------------------------------------------------------------------
+BOOL LLHeadRotMotion::onActivate()
+{
+ return TRUE;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion::onUpdate()
+//-----------------------------------------------------------------------------
+BOOL LLHeadRotMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LLQuaternion targetHeadRotWorld;
+ LLQuaternion currentRootRotWorld = mRootJoint->getWorldRotation();
+ LLQuaternion currentInvRootRotWorld = ~currentRootRotWorld;
+
+ F32 head_slerp_amt = LLCriticalDamp::getInterpolant(HEAD_LOOKAT_LAG_HALF_LIFE);
+ F32 torso_slerp_amt = LLCriticalDamp::getInterpolant(TORSO_LOOKAT_LAG_HALF_LIFE);
+
+ LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint");
+
+ if (targetPos)
+ {
+ LLVector3 headLookAt = *targetPos;
+
+// llinfos << "Look At: " << headLookAt + mHeadJoint->getWorldPosition() << llendl;
+
+ F32 lookatDistance = headLookAt.normVec();
+
+ if (lookatDistance < MIN_HEAD_LOOKAT_DISTANCE)
+ {
+ targetHeadRotWorld = mPelvisJoint->getWorldRotation();
+ }
+ else
+ {
+ LLVector3 root_up = LLVector3(0.f, 0.f, 1.f) * currentRootRotWorld;
+ LLVector3 left(root_up % headLookAt);
+ // if look_at has zero length, fail
+ // if look_at and skyward are parallel, fail
+ //
+ // Test both of these conditions with a cross product.
+
+ if (left.magVecSquared() < 0.15f)
+ {
+ LLVector3 root_at = LLVector3(1.f, 0.f, 0.f) * currentRootRotWorld;
+ root_at.mV[VZ] = 0.f;
+ root_at.normVec();
+
+ headLookAt = lerp(headLookAt, root_at, 0.4f);
+ headLookAt.normVec();
+
+ left = root_up % headLookAt;
+ }
+
+ // Make sure look_at and skyward and not parallel
+ // and neither are zero length
+ LLVector3 up(headLookAt % left);
+
+ targetHeadRotWorld = LLQuaternion(headLookAt, left, up);
+ }
+ }
+ else
+ {
+ targetHeadRotWorld = currentRootRotWorld;
+ }
+
+ LLQuaternion head_rot_local = targetHeadRotWorld * currentInvRootRotWorld;
+ head_rot_local.constrain(HEAD_ROTATION_CONSTRAINT);
+
+ // set final torso rotation
+ // Set torso target rotation such that it lags behind the head rotation
+ // by a fixed amount.
+ LLQuaternion torso_rot_local = nlerp(TORSO_LAG, LLQuaternion::DEFAULT, head_rot_local );
+ mTorsoState.setRotation( nlerp(torso_slerp_amt, mTorsoState.getRotation(), torso_rot_local) );
+
+ head_rot_local = nlerp(head_slerp_amt, mLastHeadRot, head_rot_local);
+ mLastHeadRot = head_rot_local;
+
+ // Set the head rotation.
+ LLQuaternion torsoRotLocal = mNeckState.getJoint()->getParent()->getWorldRotation() * currentInvRootRotWorld;
+ head_rot_local = head_rot_local * ~torsoRotLocal;
+ mNeckState.setRotation( nlerp(NECK_LAG, LLQuaternion::DEFAULT, head_rot_local) );
+ mHeadState.setRotation( nlerp(1.f - NECK_LAG, LLQuaternion::DEFAULT, head_rot_local));
+
+ return TRUE;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLHeadRotMotion::onDeactivate()
+{
+}
+
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLEyeMotion::LLEyeMotion(const LLUUID &id) : LLMotion(id)
+{
+ mCharacter = NULL;
+ mEyeJitterTime = 0.f;
+ mEyeJitterYaw = 0.f;
+ mEyeJitterPitch = 0.f;
+
+ mEyeLookAwayTime = 0.f;
+ mEyeLookAwayYaw = 0.f;
+ mEyeLookAwayPitch = 0.f;
+
+ mEyeBlinkTime = 0.f;
+ mEyesClosed = FALSE;
+
+ mHeadJoint = NULL;
+
+ mName = "eye_rot";
+}
+
+
+//-----------------------------------------------------------------------------
+// ~LLEyeMotion()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLEyeMotion::~LLEyeMotion()
+{
+}
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::onInitialize(LLCharacter *character)
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLEyeMotion::onInitialize(LLCharacter *character)
+{
+ mCharacter = character;
+
+ mHeadJoint = character->getJoint("mHead");
+ if ( ! mHeadJoint )
+ {
+ llinfos << getName() << ": Can't get head joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mLeftEyeState.setJoint( character->getJoint("mEyeLeft") );
+ if ( ! mLeftEyeState.getJoint() )
+ {
+ llinfos << getName() << ": Can't get left eyeball joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mRightEyeState.setJoint( character->getJoint("mEyeRight") );
+ if ( ! mRightEyeState.getJoint() )
+ {
+ llinfos << getName() << ": Can't get Right eyeball joint." << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mLeftEyeState.setUsage(LLJointState::ROT);
+ mRightEyeState.setUsage(LLJointState::ROT);
+
+ addJointState( &mLeftEyeState );
+ addJointState( &mRightEyeState );
+
+ return STATUS_SUCCESS;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::onActivate()
+//-----------------------------------------------------------------------------
+BOOL LLEyeMotion::onActivate()
+{
+ return TRUE;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::onUpdate()
+//-----------------------------------------------------------------------------
+BOOL LLEyeMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ // Compute eye rotation.
+ LLQuaternion target_eye_rot;
+ LLVector3 eye_look_at;
+ F32 vergence;
+
+ //calculate jitter
+ if (mEyeJitterTimer.getElapsedTimeF32() > mEyeJitterTime)
+ {
+ mEyeJitterTime = EYE_JITTER_MIN_TIME + frand(EYE_JITTER_MAX_TIME - EYE_JITTER_MIN_TIME);
+ mEyeJitterYaw = (frand(2.f) - 1.f) * EYE_JITTER_MAX_YAW;
+ mEyeJitterPitch = (frand(2.f) - 1.f) * EYE_JITTER_MAX_PITCH;
+ // make sure lookaway time count gets updated, because we're resetting the timer
+ mEyeLookAwayTime -= llmax(0.f, mEyeJitterTimer.getElapsedTimeF32());
+ mEyeJitterTimer.reset();
+ }
+ else if (mEyeJitterTimer.getElapsedTimeF32() > mEyeLookAwayTime)
+ {
+ if (frand(1.f) > 0.1f)
+ {
+ // blink while moving eyes some percentage of the time
+ mEyeBlinkTime = mEyeBlinkTimer.getElapsedTimeF32();
+ }
+ if (mEyeLookAwayYaw == 0.f && mEyeLookAwayPitch == 0.f)
+ {
+ mEyeLookAwayYaw = (frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_YAW;
+ mEyeLookAwayPitch = (frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_PITCH;
+ mEyeLookAwayTime = EYE_LOOK_BACK_MIN_TIME + frand(EYE_LOOK_BACK_MAX_TIME - EYE_LOOK_BACK_MIN_TIME);
+ }
+ else
+ {
+ mEyeLookAwayYaw = 0.f;
+ mEyeLookAwayPitch = 0.f;
+ mEyeLookAwayTime = EYE_LOOK_AWAY_MIN_TIME + frand(EYE_LOOK_AWAY_MAX_TIME - EYE_LOOK_AWAY_MIN_TIME);
+ }
+ }
+
+ // do blinking
+ if (!mEyesClosed && mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime)
+ {
+ F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime;
+ F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA;
+
+ leftEyeBlinkMorph = llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
+ rightEyeBlinkMorph = llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
+ mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph);
+ mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph);
+ mCharacter->updateVisualParams();
+
+ if (rightEyeBlinkMorph == 1.f)
+ {
+ mEyesClosed = TRUE;
+ mEyeBlinkTime = EYE_BLINK_CLOSE_TIME;
+ mEyeBlinkTimer.reset();
+ }
+ }
+ else if (mEyesClosed)
+ {
+ if (mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime)
+ {
+ F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime;
+ F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA;
+
+ leftEyeBlinkMorph = 1.f - llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
+ rightEyeBlinkMorph = 1.f - llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
+ mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph);
+ mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph);
+ mCharacter->updateVisualParams();
+
+ if (rightEyeBlinkMorph == 0.f)
+ {
+ mEyesClosed = FALSE;
+ mEyeBlinkTime = EYE_BLINK_MIN_TIME + frand(EYE_BLINK_MAX_TIME - EYE_BLINK_MIN_TIME);
+ mEyeBlinkTimer.reset();
+ }
+ }
+ }
+
+ 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;
+ 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);
+
+ // 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 = mHeadJoint->getWorldRotation();
+ 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;
+
+ //set final eye rotations
+ // start with left
+ LLQuaternion tQw = mLeftEyeState.getJoint()->getParent()->getWorldRotation();
+ LLQuaternion tQh = left_eye_rot * ~tQw;
+ tQh.constrain(EYE_ROT_LIMIT_ANGLE);
+ mLeftEyeState.setRotation( tQh );
+
+ // now do right eye
+ tQw = mRightEyeState.getJoint()->getParent()->getWorldRotation();
+ tQh = right_eye_rot * ~tQw;
+ tQh.constrain(EYE_ROT_LIMIT_ANGLE);
+ mRightEyeState.setRotation( tQh );
+
+ return TRUE;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLEyeMotion::onDeactivate()
+{
+ LLJoint* joint = mLeftEyeState.getJoint();
+ if (joint)
+ {
+ joint->setRotation(LLQuaternion::DEFAULT);
+ }
+
+ joint = mRightEyeState.getJoint();
+ if (joint)
+ {
+ joint->setRotation(LLQuaternion::DEFAULT);
+ }
+}
+
+// End